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Everything posted by W. Kerman
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I want to explore RSS with kerbal sized rockets
W. Kerman replied to beamthegreat's topic in KSP1 Mods Discussions
How about Stock Sized Real Solar System? -
[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
I added two other mods since then, EVE and Distant Object Enhancement, but the results seem to be the same. I noticed one thing which looked wrong in GameData/SSRSS/configs/DisableOblateBodies.cfg: @Body[Saturn] { %cacheFile = RealSolarSystem/RSSKopernicus/Cache/Neptune.bin Changing that to use Saturn.bin didn't seem to make any difference, either. The module configuration cache is ModuleManager.ConfigCache.zip . Thanks!- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Saturn Bug files.zip Here they are!- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Alright, by the way, the polar hexagon looks awesome- I teleported a plane into a 90 degree orbit of Saturn, and yup, it's there!- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Yo, I tested it... The wonky planet effect is gone (never saw it) However, about Saturn's rings... I'm not sure what to make of that.- 598 replies
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Possible Solution to the Multiplayer Issue
W. Kerman replied to Tex's topic in KSP1 Suggestions & Development Discussion
How about, instead of adding multiplayer, just make it easier to share save-files. Like really, built seamlessly into the game level save-file sharing? -
Science mode ... which percentage of science reward?
W. Kerman replied to Frag2000's topic in KSP1 Discussion
I think because they're is so much science floating around, we just need something else to do with it. (Not just converting them into funds.) -
[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Fudge, I'm on mac... Another question- Does this mod have multiple launchpads scattered across the earth?- 598 replies
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Possible Solution to the Multiplayer Issue
W. Kerman replied to Tex's topic in KSP1 Suggestions & Development Discussion
Removes orbital mechanic? I tried the "magic engine" stuff by having a tiny probe core, and a vector, plus some infinite fuel. The Jool encounter didn't happen. -
Perpetual motion you mean? Yes, RTGs have infinite power, and a reaction wheel would turn that into motion. Boom. Broke physics. ('course, physics isn't like that in real life. )
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
W. Kerman replied to Theysen's topic in KSP1 Mod Releases
What's the worst thing that can happen if I don't install FAR with the rest of these mods?- 2,215 replies
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- realism overhaul
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In classic, everything but the capsule blowing up, fashion.
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I tried using parachutes on a mün lander once!
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They are useful if your landing site is not an ideal, flat, surface.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
W. Kerman replied to Theysen's topic in KSP1 Mod Releases
Wow. This is insane....- 2,215 replies
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
W. Kerman replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry for bugging you, but does this mod work in 1.2.2? -
[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
I'll ask that mod creator now... One of the craft blueprint creators if I remember correctly.- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Thanks! I do, but there's a mod I want to use that only works in 1.2.1. I'll definitely be using these mod!- 598 replies
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
W. Kerman replied to Galileo's topic in KSP1 Mod Releases
Yo. Is there a version of this mod for 1.2.1?- 598 replies
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THANK YOU SO MUCH! This hit me so hard when it went down!
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What mod are you using for the rocket diagrams?
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Bring Back the Barn!
W. Kerman replied to pallyme's topic in KSP1 Suggestions & Development Discussion
Bring back the barn! -
Moar Procedural parts.
W. Kerman replied to Bloojay's topic in KSP1 Suggestions & Development Discussion
To fully power an ion cluster of 4 out at Eeloo, you would need... 3.666*4=14.66 electric power per second. 14.66/0.8 (RTG output) You would need 19 RTGs. I guess the thing is that we need bigger nuclear power parts.