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Kerbital

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Everything posted by Kerbital

  1. Sweet little mod! Thank you! Although I don't use these lights as designed:) For example, I have red blinking "hazard lights" when my drills are enabled or blinking green along ladders. Pretty neat.
  2. Must be another bug. I flew an orbiter right through my space station once when trying to dock. Random explosions are a fact of life on Kerbin. Physics in their part of universe is really screwy.
  3. Looks like you have it all thought out. My start with KSP was way more chaotic You're welcome and have fun:) I hope you'll find a solution for your clouds.
  4. All I can say is that I can't play KSP without SVE and SVT any more. These are must-have mods for immersion and just awesomeness:) Thank you! Added small addition to your coffee fund:)
  5. Awesome! You're welcome! One word about Distant Object: it dims the skybox by default resulting in pitch black sky in some situations such as from the surface of mun. If you dislike this, it can be turned off in Distant Object settings. I like the starry sky. To be honest though, I found little use for DO and just deleted it. About the clouds: I'm really guessing at this point because mine do not look like that. And my guess is that you might have an old EVE or scatterer config files lurking somewhere. It does look like you have an extra layer of vanilla EVE clouds. Yes, I saw blocky clouds like this before I installed SVE, just with vanilla EVE. Now, SVE does use EVE (I don't pretend to understand how exactly that works) so don't delete EVE outright. Perhaps posting that image and your question in SVE thread might be worth the shot? I'll also poke around some a and if I find anything I'll post back here. I also seem to remember there was a GUI for adding extra cloud layers in EVE, but for the love of god I can't seem to find that now. Or it was a different mod altogether. Oh, and wait until you land on Duna! What a show! You may also want to check out Galileo88s (same author) Stock Visual Terrain mod. But your video card will surely hate you for that. I'd pick the Low Res version since you have 2GB of VRAM.
  6. Oh, yeah. It happens to me almost every single time if I load a game and switch to a ship in flight. Sometimes just a single occurrence, one ship, sometimes more.
  7. Keep in mind that CKAN may not delete all settings files after removing the mods. So once you remove the mod with CKAN go to the KSP directory and delete any mod leftovers. Your screenshot shows about what I was getting with EVE alone. Those amazing screenshots you saw were probably from Stock Visual Enhancements mod, but it's a lot more demanding on your graphics card. I think there may also be configs for EVE. I'm not near my PC now, but check CKAN for add-on configs too.
  8. Yup, sounds exactly like that: "Shrouds going walkabout". Oh well... I'm not really willing to part with any of these mods so I have to live with it. Thanks:)
  9. Uff... I saved these ships. So here is what I did. This is the one I liked, but it doesn't work. You can fit two rovers. I tried with one too, but it still explodes. This works though. Edit: NO IT DOES NOT work today, the rover flies away after being undocked on Mun:(
  10. Thanks for all the ideas! Sorry, for not responding sooner, a bit sick. After some thinking, I also realized it would be good to be able to pick the rover up and transport it somewhere else. I deleted my screenshots accidentally (again!) but what I did was to attach the garage module from Planetary Base Systems to the bottom of a vessel with side mounted engines. Installed a Junior docking port inside and a port on the front of the rover. Drive the rover inside, dock and take off. After landing, retract the gear so the bottom of the garage touches the ground. Open the ramps and Taa Daaaa!!!! Well, not really... Baby Kraken awakes the moment you undock the rover inside the garage. Unless you have damage turned off in Cheats the rover is destroyed instantly. With the cheat on, the rover is often ejected off to space. Kind of like Mammoths in Skyrim:) So that isn't working. One of my problems is that I can't precision-land things manually and have to relay on Mechjeb. There are many aspect of KSP I'm just too stupid and too lazy for And Mech Jeb is having issues landing some unorthodox vessels. I finally resorted to installing few junior docking ports on the bottom of a lander with side-mounted engines. I lower the lander's butt to the ground, let the rover dock and then take off. It's not even close to what I wanted, but it works and allows me to drop off and pick up rovers as well. I'm surprised no modder came up yet with a proper rover cargo bay. Maybe it's not possible? How do you make your rover stay inside? I tried that with small rovers. They disappear in flight, the bay is empty on arrival. With my garage solution above, I had to have a docking port inside or the rover would disappear during the flight too. There is no room to attach a docking port inside the round cargo bays. I don't remember now, are these Tweakscale resizeable? I'll check in a bit. My goal is to carry a fairly large Feline rover.
  11. Have you tried uninstalling EVE, TR and scatterer? I mean, delete the folders and reinstall from scratch. Is it also possible that you may have some remnants of other atmosphere mods in there that might be conflicting? Anyway, I think these mods might be buggy. Once, I was getting just black and white clouds on Kerbin. Reinstalling helped.I never tweaked any settings. Re: attaching pictures. Do you have Dropbox? Oh, and how do you install mods? Manually or CKAN?
  12. After quitting, relaunching and opening a saved game, this happens, a lot. On some ships there may be 3 or more popped fairings and they won't go away until I restart the game. Only to be replaced by different popped fairings. I suspect Fuel Tanks Plus or TweakScale. Any ideas? Thanks!
  13. Has anyone figured out an elegant (or even semi-elegant) way to carry a rover to the surface of another planet other than having it attached to the outside of a lander or using a weird space crane contraption? I tried to mess around with the stock cargo bays but they seem rather useless.
  14. I don't even know what to call this? A ship? A station? A Space Castle? The working title was 9FPS, because that's what I got when I tried to fly it with everything extended and lights on
  15. I did as much searching as possible (many posts, including Nertea's OP, have dead links) and I might have already asked this question: does anyone maintain an up-to-date list of mods that support CTT?Mine is at best 1/2 filled. Although, I don't like some of these mods, either too futuristic or add too much complexity for my tired brain so I removed them on purpose:) But I'm wondering what I might be missing. Playing through Science mode right now and it's so much fun but I had to hide lots of empty nodes. Thanks all and Nertea for all the work!
  16. So I did something small for a change. Everything and a kitchen sink. Hidden reaction wheel allows it to flip over also provides stability. Most parts are 50% size. But before I finished the rover though I upgraded the Kolossus from LF to a more futuristic hydrogen drives and added a nuclear reactor. Too bad CryoTanks mod conflicts with many other engines and tanks/fuel mods because I love those hydrogen tanks and NF engines but I had to uninstall it
  17. I don't know if this is by design or a mod conflict. 1) I use Interstellar Fuel Switch. With the Cryogenic Tanks mod installed I lose the ability to switch stock tanks, as well tanks added by other mods, to monoprop and ore. I only have the LF, LF/Ox, Ox and various gases options. Is this something that can be adjusted in cfg files? 2) The stock liquid fuel Nerv atomic engine and the quad atomic from Modular Rocket Systems mod become Hydrogen engines now, no option for liquid fuel. Thanks!
  18. It's a Photoshop Custom Shape called Talk Bubbles: http://www.laughing-lion-design.com/2016/06/creating-speech-bubbles-in-photoshop-using-the-custom-shape-tool-2/
  19. I'm messing around with mods and Tweakscale:) I've build another giant thing, the aptly named Kolossus, a liquid fuel atomic monstrosity. The largest tank is 10m. Now that I discovered the hangar expansion mod, going nuts The huge reaction wheel actually works, it maneuvers without thrusters.
  20. Your robot bug is awesome! Is that the Laser Surface Imager from DMagic Orbital Science mod? So it snorts lasers
  21. Stock Visual Enhancements mod adds city lights that can be seen from high up so Kerbin looks like a populated planet. But other than that, yeah, it feels empty indeed. I guess part of the problem is the amount of extra work and resources that would be required to build a populated Kerbin which would not directly contribute to gameplay. Not to mention additional strain on your system to render it.
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