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Everything posted by Autolyzed Yeast Extract
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scatterer 0.0540 and 0.0530 aren't working at all with the current version of beyond gnome, and I don't know what the most recent working version is
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Autolyzed Yeast Extract replied to shaw's topic in KSP1 Mod Releases
Scratch that I was still using .dds for my skyboxes -
hi, if you can I would like a link to your atmosphere curve calculator so i can learn about making planets with atmospheres, white guardian sent me
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Autolyzed Yeast Extract replied to shaw's topic in KSP1 Mod Releases
I tried using this and it still isn't working. I even installed raking pound and it's still isn't -
Kerbal Joint Reinforcement - Next
Autolyzed Yeast Extract replied to Rudolf Meier's topic in KSP1 Mod Releases
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Autolyzed Yeast Extract replied to shaw's topic in KSP1 Mod Releases
15 skyboxes All rights reserved to SpaceEngine's creators. For some reason the cosmic dust in galaxies in space engine are weird quality possibly because the resolution of their texture is lower to save memory. If you want to increase the quality try lowering the brightness in paint.net while copying any galactic neighbors and pasting them after the operation so they retain their brightness. This will make the abrupt changes in color less obvious and the skyboxes are bright on purpose so that this can be done if you want to. I posted an example later in this thread using Bernard's Galaxy. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Autolyzed Yeast Extract replied to shaw's topic in KSP1 Mod Releases
someone PLEASE point me to an example of a skybox cfg file (not @Default.cfg) also green skull's instructions zip is empty also i installed by CKAN - before most recent update the skybox worked fine by just chucking it in Default but now doesnt load, also all kerbals are set to male10 or female10 how to re enable head randomization? -
im doing a 100% ckan install to avoid errors so nope unfortunately after recent CKAN mod updates most mods are no longer loading properly anyway so nothing i do seems to be able to solve stupid mod failures
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[1.5 - 1.10] Kerbalism 3.11
Autolyzed Yeast Extract replied to Sir Mortimer's topic in KSP1 Mod Releases
+1 kerbalism has become very hard to enjoy due to how much it stresses the player -
hi ckan upload is corrupt pls look into
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[1.5 - 1.10] Kerbalism 3.11
Autolyzed Yeast Extract replied to Sir Mortimer's topic in KSP1 Mod Releases
Please give lifter engines more ignitions by default this is really unfair for ppl who want to do recovery Also we can't really use the vessel as a storm shelter for missions longer than a couple of days because the vessel is not oriented during timewarp (even if you could somehow magically set the sun as a target which you can't do without mechjeb) and is imo a mostly nullified feature -
[1.5.0 <-> 1.8.1] Kerbalism v3.2
Autolyzed Yeast Extract replied to N70's topic in KSP1 Mod Releases
The new engine launch failures system makes recovering 2.5m or larger lifter rockets statistically impossible. Even if you make your engines high quality, you will probably have to reignite them around 5 times when trying to land the booster because of how powerful the lifters are even at minimum thrust (not necessarily simulated in this mod, but my point stands because that's realistic behavior). I am using Realism Lite so high quality is unfeasible even if it did make a difference (this is why the engines have minimum thrust values). 20 minutes of burn time means little if it can only ignite twice before failing. this is false g forces can kill them if set in difficulty settings- 2,505 replies
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Kerbal Joint Reinforcement - Next
Autolyzed Yeast Extract replied to Rudolf Meier's topic in KSP1 Mod Releases
Can confirm launch clamps are basically unusable in 1.8 with either KJR next or KJR continued. The rocket is scrunched up on load and when launched it will fly in a random direction due to the forces. Other mods don't interfere with the launch clamps. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Autolyzed Yeast Extract replied to Nertea's topic in KSP1 Mod Releases
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I would like to use this mod but it it removes the ability to land first stages to recover them because all lifting engines can only be ignited at launch. Please provide us with a way to reignite lower stage engines. This is also for lander vehicles on other planets that may need to move to different biomes (in fact, lifting engines aren't usable at all if attempted to ignite off of the launchpad). Parachutes are rarely viable for these purposes (in fact, they are broken entirely if you use FAR and Restock, which I do). Actually, considering the fact that engines almost never ignite properly unless I fire them by an action group, I think I'll just live without it. I would still consider having more ways to ignite lifter engines (they're the ones that almost never ignite properly, because they have no ignitions).
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[1.12.5] Restock - Revamping KSP's art (August 28)
Autolyzed Yeast Extract replied to Nertea's topic in KSP1 Mod Releases
The RE-I2 is overpowered. It is 5 seconds ASL from having the exact same efficiency as the aerospike (it has the same vacuum efficiency as it), which is impossible for a bell shaped engine like it, and at roughly half of the price. It has 78.4% of the Skipper's vacuum thrust and 75.1% of its ASL thrust, while being far more efficient at all altitudes. I wouldn't mind more sizes or types (linear) of the aerospike engine, but this clearly isn't supposed to be an aerospike, and it has way too much thrust and ASL efficiency to be an upper stage engine with that much vacuum efficiency. Its appearance is closer to a combustion cycle lifting engine anyway and you already made the Schnauzer which has plausible stats. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Autolyzed Yeast Extract replied to Nertea's topic in KSP1 Mod Releases
restock is extremely buggy right now. good to know that parachutes are being looked at (fyi they are completely nonfunctional, even if I remove realchutelite from FAR the chutes deploy but have no drag and do nothing) but launch clamps are awful atm and cause kraken attacks. it seems as though stuff spawns below the launchpad, even using girders as an alternative is proving difficult -
if anyone else has that problem, just delete the realchutelite folder in FAR for now, I don't really know what it's useful for but the normal parachute system works fine it doesn't work fine, the parachutes deploy but do absolutely nothing. it's going to be a long time before most people play 1.8 at this rate
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- aerodynamics
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Yes throw me a bone ive never even heard of people asking for mm cache or what it is https://gist.github.com/UsernameIsTakenAlready/b3709e9e923557b2cda95726b289b464 the parachute just does nothing when it deploys, place a chute on the craft with a similar gamedata and stage it and it will stage but not actually deploy
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Parachutes do not work. Log reveals this issue Basically FAR is mad that I am not using RealChute, or FAR's built in RealChute components are broken. The exorbantly large rewards for flying a jet engine into the sky is because I am using RealismLite
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- aerodynamics
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[1.5.0 <-> 1.8.1] Kerbalism v3.2
Autolyzed Yeast Extract replied to N70's topic in KSP1 Mod Releases
its a FAR issue- 2,505 replies
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[1.5.0 <-> 1.8.1] Kerbalism v3.2
Autolyzed Yeast Extract replied to N70's topic in KSP1 Mod Releases
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still works in 1.8 if anyone cares