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Everything posted by Ragingdonut
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[1.2] Kerbal Kommander: a new way to play KSP
Ragingdonut replied to gagarinekerman's topic in KSP1 Mod Releases
Does this mod affect my other saves? (My career mode) If not, I'm in!- 275 replies
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- kerbal komander
- adventure
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
On the topic of improper installs, here's a guide to install the mod properly (correct me if I'm wrong Galileo): STEP 1: Download all the mod bits stated at the first page, and unzip them onto your desktop. STEP 2: Put the textures and Module Manager folder into Stock Visual Enhancements. It should look like this: STEP 3: Put StockVisualEnhancements, EnvironmentalVisualEnhancements, and scatterer into GameData. Hope I helped avoid further problems due to an improper install, and that I did it right myself. Good day. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
Got it. I just associate white atmosphere with mod problem. (After the improper install debacle) -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
Ok, hopefully the final issue I have here: (I'll get a screenshot a little later) Eve, instead of being the beautiful purple swirl that it's supposed to be, is rather pale. My guess is a config file thing, like the Jool issue, but what do I know eh? Thank you, and I truly hope this is the last request for support I have to make. Output Log: https://drive.google.com/open?id=0B8abHY6n7ofIN1VRbHNmSGhZdVk -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
Much appreciated. Good day -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
Ok, final update on my issue. I reinstalled the files, in what I assume is the right order, as all the planets seemed to have a sexy new atmosphere, with one exception. Jool is just a dark green colored sphere. Another user by the name of Quasar seems to have the same issue (minus the Kopernicus Ring). I would appreciate any assistance I could get, and thank you @Galileo for this quite pretty mod. Side note: I'm not sure if its an issue, but clouds don't seem to be moving on Eve, or Kerbin. Output Log: https://drive.google.com/open?id=0B8abHY6n7ofIN1VRbHNmSGhZdVk -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
When I try to load a save with the mod (and Kopernicus) installed, the save simply wont load. It stays on the loading screen forever. Here is the output log, https://drive.google.com/open?id=0B8abHY6n7ofIN1VRbHNmSGhZdVk and thank you. EDIT: I may actually be an idiot. I incorrectly installed the files. Works fine now, and I must say, KSP is lookin' good.- 1,019 replies
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- kopernicus
- svt
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
Alright, so after winging it and simply dumping all the files into GameData, I have "installed" the mod, but the planets (all of them) look like this: Now, after seeing Galileo's previous responses, I DID disable ocean scatterer and restarted, but the issue prevailed. Here's the output log: https://drive.google.com/open?id=0B8abHY6n7ofIVzhqY2F3YmZsZmc Sorry for any previous incompetence, and I hope I did this right. Note: I am using KSP 1.2.2 UPDATE #2: I re-installed the whole thing, and seemed to have solved the issue. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Ragingdonut replied to Galileo's topic in KSP1 Mod Releases
I know this has probably been asked before, but, on installation, do I put everything in one folder? Or do I just put them all under GameData? Thanks in advance. -
[1.12] Extraplanetary Launchpads v6.99.3
Ragingdonut replied to taniwha's topic in KSP1 Mod Releases
That I do not. Thank you, you may have solved my issue. -
[1.12] Extraplanetary Launchpads v6.99.3
Ragingdonut replied to taniwha's topic in KSP1 Mod Releases
I've been having trouble with the stakes. I put one into the ground, and I don't know how to construct from them. I'm in the construction menu, but they don't show up. -
Sorry, I already solved it. I'm just incompetent. I mistook the 1.1.2 as the actual version of the game it ran on.
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I'm still running 1.2.2, but I can't seem to download the 1.2.2 version of the mod, is that still possible?
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Continual Crashing
Ragingdonut replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
Thank you. And good day. -
Continual Crashing
Ragingdonut replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
https://drive.google.com/open?id=0B8abHY6n7ofIN1VRbHNmSGhZdVk That should be the Output Log. Sorry for wasting your time. -
Continual Crashing
Ragingdonut replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
Wait, so would using 64 bit KSP delete my save games? I have the memory for it. -
Continual Crashing
Ragingdonut replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
Output log? I'm sorry, what is that? -
Continual Crashing
Ragingdonut replied to Ragingdonut's topic in KSP1 Technical Support (PC, modded installs)
Got it. I'm sorta new to the whole technical assistance thing. So I will post the crash logs when I have the chance. -
Hey, so I've been experimenting with mods, and a whole lot of em, and my game keeps crashing (every now and then). I am playing on version 1.2.2. My current mod list is: Pathfinder, Hyperedit, X Science, KIS and KAS, Near Future Solar and Spacecraft, ScanSAT, Kerbal Alarm Clock, Unmanned before Manned, Workshop, and Buffalo.
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Nah, slowing down is for chumps! I just F3'd when time ran out, marked my distance and DID slow down, so my vehicle isn't some deathtrap. Well, not much of one anyway...
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Okay! So I did the challenge, and ended up with a vessel I'm proud of! I wish I didn't have to use landing gear, and the wheel version will be used less intensively in my other games, but the LG worked very well. I hope you enjoy my submission! (Sorry, no video, my recording software is insanely crap.) Top Speed: 175 m/s Avg Speed (estimated): 125 m/s Total Distance (according to F3): 51,524 m Time in SPH: 1:14 Pictures:
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Dukes of Duna - 4K rover speedrun challenge!
Ragingdonut replied to hobbez's topic in KSP1 Challenges & Mission ideas
Out of curiosity, to stop my jet powered car, could I temporarily launch it into the air, turn it around, and burn to stop? -
Question though: Is it acceptable to have a stack decoupler at the back, which, when the time runs out, falls off with parachutes to mark the spot? If so, can it be a premade bit? Or does the actual car have to stop? And do I have to save anyone?
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I'm going to try this today. Just a note, I have a TON of Mods, but they don't effect anything physical. Just part packs, science packs etc. I'm thinking a trike design...
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I got a contract for a "High Gee Adventure", basically I had to make the tourist pass out from G-Force. So I designed a plane, (called the Vomit Comet of course), which would fly straight up, then dive towards the ground, and pull up really quickly. It didn't pull up fast enough however, and crashed belly first into the ground. The pod survived, and the Gees from the crash made the tourist pass out, so, contract completed anyway. (Note: The most effective way to achieve this goal is to fly a plane relatively low, and deploy parachutes, stopping the plane, knocking them out.)