falcoon
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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread
falcoon replied to FreeThinker's topic in KSP1 Mod Releases
How do I make ELF engine to work? Tooltips in VAB say it should generate 160 kN. For me it generates only 8 kN, whlie not even utilizing all avaliable power. https://prnt.sc/12hjra2 -
Is that mod related?
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Could someone tell me what happened here? When in orbit, in-flight view, planet suddenly disappeared and game crashed. When I'm trying to load save form few minutes earlier I'm getting this https://prnt.sc/12f2feo followed by game crash. After resetarting the game, everything seems to run normal, except cratf is no longer there (crew has missing status). modlist https://prnt.sc/12f1xve LOG Thanks in advance.
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It was/is already disabled https://prnt.sc/12f0ubk
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@StarCrusher96 Log https://prnt.sc/12b2kea https://prnt.sc/12b2laq
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@StarCrusher96 It may be related to GU after all. GU_Scatterer is causing the problem. Clean install 1.11.2 + GU + scatterer, no other mods. Tested on Kerbin, Layhe, Blalo - the same behaviour. Adding GU_Scatterer folder = no water Removing GU_Scatterer folder = water is back Hope it helps.
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@StarCrusher96 Just to let you know, I cant see water both on Blalo and... Kerbin So most likely it is not GU related. Time to wipe everything and install mods one by one, like a proper user should do
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Yea i did. Loaded the game multiple times with different settings. I guess I will just switch to Blalo @StarCrusher96 For Blalo Homeswitch, Alpha Centauri in GU general settings should be true or false?
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Epsilon eridani was enabled, I've turned it off, then I've deleted GUscatterer folder and unziped it again. No efect, still no water.
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I have just started new game with HomeSwitch Rahn. Everything seems to run nicely, except water is not visible when flying. Water is there tho, when landing on it, there is a splash sound and altimeter is correct. Did I miss something during installation? (I do have EVE + scatterer) https://prnt.sc/12916gc
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It is. It works way further than closest stars. In the V1400 Kirbani system probe still keeps link to Kerbin. It's red, but works.
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@JadeOfMaar Everything you said is completely valid, except the direct antenna's range is 5Pm (which seems resonable considering distances), so I was expecting to find relay dish with longer range too, thats it.
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@JadeOfMaar Thank you for your answer, it may not be the case tho. There should be only two antennas, right? one relay, one direct? I got confused, because relay dish range is only 141Tm, which seems very low, considering distances between systems. Is that intentional?
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Is it possible that some of GU parts are not visible when using Kiwi Tech Tree? or am I not looking hard enough? Great mod btw, can't wait to visit all these systems.
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I know what you are talking about. It's not that. Got decent system specs, r3600, rtx2060, fast ram and ssd nvme. Even with both expansions and 60+ mods, usuall loading time is ~200 sec, so I'd say it's ok. When loading screen goes frozen, I can leave it even for 10 mins, and it is still... frozen I will try deleting Kerbal Konstructs and Omega Structures
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I'm not getting any info about Unity. It just freezes, and when I click a mouse button, it goes back to windows with usuall "app stopped working"
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I'm also interested in answer to this question. After adding JNSQ, Kerbal-Konstructs and Omega's Stockalike Structures to my build, game freezes and crashes occasionally at loading screen. I suspect Omega's Stockalike Structures, as it is the only one mod I've installed that is not officially listed as 1.8.1 compatibile (it's for 1.6.1). It never crashed (yet) during the game tho, after loading finished succesfully.
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Same problem here. Tweakscale stopped working at all after updating via CKAN. After manual installation form github, everything seems to work fine, but im getting this:
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I know, that's the reason of my disappointment... the only one, so crucial Kopernicus, doesn't work . I understand that everyone got real life, modders too Sometimes I just got a strange impression devs release new version as soon as they see all important mods have been updated, so we can never play fully modded latest release
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Thank you for your suggestions @Snark Although I just acknowledged that Kopernicus doesn't work with 1.7.2 Can't wait when mods won't became incompatibile just because version number changes.
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[1.7.x] Hyper Propulsion Sci-Fi parts pack
falcoon replied to KerboNerd's topic in KSP1 Mod Releases
Nice looking cheat engines @KerboNerd, I'm tempted to give it a try but Smart Actuators dependency worries me a little. Looks like it hasn't been updated since 1.4.5. What is the risk of your mod, considering this dependency, cause problems on 1.7.2? and with other mods? are there any mods it specifically conflicts with? -
Should autostruts and your mod be used interchangeably? Is there any point to use KJR and activate autostruts in the same time? Can it cause any problems when used together?
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I'll use your topic if you don't mind SpaceCowboy330 Looking for planets mod. I'm considering this one JNSQ , but it rescales stock system a little and i'd like to avoid that. Can someone remommend anything similar (except OPM, i used it in my previos career, now looking for sth new)? Second recommendation I need is on comprehensive life support system. By comprehensive I mean all necessary parts included (for ex. TAC LS is cool, but it requires third party greenhouse-mod to create a loop).