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Everything posted by overkill13
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Some kind of asteroid impact induced earthquake caused the land bridge to sink into the ocean?
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What are some useful parts you don't use enough?
overkill13 replied to EchoLima's topic in KSP1 Discussion
Squad NEEDED to change the Making History engines. They were weird and didn't fit anywhere. The Twin Boar is OG stock and exactly the way it's supposed to be. I don't imagine Squad changing it for any reason. As for the OP: Any of the shielded docking ports. To heavy and cumbersome to fit into my ships when I can just tack on a radially attached docking port. This might change now that my Panther based SSTO spaceplanes are showing drag issues in 1.5. I recently updated from 1.2.2 to 1.5 and had to stuff all my radially attached batteries and solar panels inside a service bay to make a couple of my low tech SSTOs usable again, with radial docking ports. -
I don't really see why we are arguing with this. The OP may have been rude in his opening post, but he has a valid point. In the overwhelming majority of cases, the launch clamps go on the first stage with the engines. Sure, I've created a few designs with engines not aligned with centre and found that igniting them before releasing the clamps will allow them to stabilize under SAS before launching and some cinematic "masterpieces" require that clamped ignition for authenticity, but in those cases I could just move the staging. 99% of my designs and most of the designs I've seen elsewhere have the clamps on the first stage with the engines.
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Here's a fantastic post you might be interested in. https://forum.kerbalspaceprogram.com/index.php?/topic/20772-space-stations-post-your-pictures-here/
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- no cheats
- original designs
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https://spacedock.info/mod/2030/Gregrox's Multi Color Suit Pack 2.0 https://spacedock.info/mod/2017/Coloured EVA and IVA Suits for KSP 1.5 https://spacedock.info/mod/2035/[TextureReplacer] USI Kolonization Class Suits Redux One of those aught to get you by.
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Is it possible to add the parachute pack hiding functionality to the 1.5.1 version? I'm more than happy to copy some files or write a MM patch is necessary.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
overkill13 replied to Nertea's topic in KSP1 Mod Releases
They have been moved to Near Future Aeronautics, found within the Near Future Technologies suite of mods. Take some, take em all or just take NFAero, it's up to you. -
My version of the suits is highly unlikely to work with KSP 1.3.1 because the suit texture maps were significantly different prior to 1.5. For your version you should look at the original MKS Suits mod which can be found here: https://spacedock.info/mod/1175/USI Kolonization Class Suits?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
overkill13 replied to JadeOfMaar's topic in KSP1 Mod Releases
Crashes have not occurred since my last post on Jan 6. Seems that during testing loading the game with only OPT, then quitting and adding Reconfig, somehow stopped the behaviour... Glitches are fun... -
[1.12.2] BARIS - Building A Rocket Isn't Simple
overkill13 replied to Angelo Kerman's topic in KSP1 Mod Releases
"When a part needs maintenance or repairs, then it's time to break into your Equipment stores and start fixing things. You'll need a kerbal with repair skills such an Engineer. Depending upon your settings, you can either repair the part from inside your vessel or go outside and fix it." I have repeatedly referred to the KSPedia entry and the Wiki for BARIS, for a great many things, but neither indicates what level is required for repairs. Nor is there any feedback provided by BARIS if one attempts to perform a repair with a 0 star engineer. I actually meant the mechanic class, a subclass of engineer with repair skills but no mining or ISRU improvement ability, rather than the mod's game mechanics. I'll give one a try once I have a level 1 mechanic in my roster.- 571 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
overkill13 replied to Angelo Kerman's topic in KSP1 Mod Releases
I'll ask again. How do I repair parts? What level of engineer is required to perform the repairs on what parts? Can USI mechanics repair parts?- 571 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
overkill13 replied to Angelo Kerman's topic in KSP1 Mod Releases
How do I repair parts? I have a plane that I returned to the KSC but I want to repair the fuel leaks. I drove a truck with the REC equipment container and proceeded to attach the container to the plane. When I right click the tanks and click repair part nothing happens. My engineer is level 0 at the moment.- 571 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
overkill13 replied to JadeOfMaar's topic in KSP1 Mod Releases
Yeah, I can't really explain it. The crash log is showing around 70% memory usage each time the game crashes which is likely just because that's around where my usage falls with my mods. This was so consistent that I actually had to run a memory test just to confirm that my laptop could actually use all 16GB. As I'm restarting a career, which I accidentally deleted while reinstalling KSP to address this issue, most of my parts mods aren't necessary anyway. I reapplied OPT and Reconfig while removing the entire suite of Near Future mods plus MkIV Spaceplane (forgot to pull SSPR mind you) and was still crashing after some time of playing KSP. For a short time I had found a consistent, though very odd, way to crash KSP. With OPT installed, I could not recover any, currently loaded, vehicle from the water without the game freezing. Recovering from the tacking station or KSP scene did not have this issue. In this case I was not getting a crash log, I was required to manually shut down KSP. Reloading the game fresh would still cause crashses while removing OPT corrected this behavior. Unfortunately today, while I attempted to determine if OPT itself or the Reconfig was causing the issue, I was disappointed to see that the water recovery crashes are not occurring anymore... -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
overkill13 replied to nightingale's topic in KSP1 Mod Releases
Anything that causes the contract requirements to no longer be met. As you noted, most Tourism Plus contracts require a pilot, so if they exit the vessel the checks will see no pilot on the vessel and reset the timer. Not likely in your case, but I have also had this happen when moving vessels between docking locations on my stations too, as my pilot undocked to move a ship, while the tourists were on the station. If you break the 75000m periapsis requirement, the contract will reset as well. I've done this by initiating reentry before the timer ran out. Correcting afterwards was too late because pe dropped and the timer had already reset despite the ship never leaving orbit. If I had to guess, I would say that physics time warp caused your vessel to glitch below 75km and the timer reset. I've never seen this happen, but I have seen my ap/pe glitch around during warping at times.- 693 replies
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
overkill13 replied to JadeOfMaar's topic in KSP1 Mod Releases
Is there any part of OPT/OPT Reconfig known to cause KSP to crash in 1.5.1? I keep getting KSP exe and mono dll access violations part way through a gaming session and removing OPT seems to fix it. I'm using Reconfig 1.2.5 and the latest OPT. My 16gb RAM is only around 70% but maybe I just have too many parts with OPT installed. -
[1.6+, 1.5+] USI Kolonization Class Suits Redux
overkill13 replied to overkill13's topic in KSP1 Mod Releases
Guess I should have checked my zip file before uploading. I wasn't able to make 7zip behave properly, even after creating another archive, so I used WinRAR to create a new zip and uploaded it to Spacedock. I actually tested this one and it seems to work properly within Windows Explorer.- 18 replies
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[1.6+, 1.5+] USI Kolonization Class Suits Redux
overkill13 replied to overkill13's topic in KSP1 Mod Releases
Interesting. I wasn't aware that Windows native zip wouldn't handle 7zip processed files properly... At any rate all the suits should be available regardless of MKS being installed or not. Without MKS you simply won't have the options for the extra classes within the Texture Replacer menu. You can still manually add them to particular Kerbals, or use them in place of one of the stock classes, or just use the standard class suits and ignore the MKS classes altogether.- 18 replies
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I'm looking to replace BARIS as my part failure mod. I've had a lot of crashes, pun intended, of KSP while using it, but I have a few questions. Does Oh Scrap! model failures during launch and while in space? Does it perform background calculations for unloaded vessels?
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[1.6+, 1.5+] USI Kolonization Class Suits Redux
overkill13 replied to overkill13's topic in KSP1 Mod Releases
No. I'm no programmer, and have no idea how to make that work.- 18 replies
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[1.6+, 1.5+] USI Kolonization Class Suits Redux
overkill13 replied to overkill13's topic in KSP1 Mod Releases
I just submitted it to CKAN though Spacedock. Keep an eye out for when CKAN makes it available.- 18 replies
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- texture replacer
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[1.6+, 1.5+] USI Kolonization Class Suits Redux
overkill13 replied to overkill13's topic in KSP1 Mod Releases
Yes it does. Prior to 1.5 the suit textures were different so it won't work for anything earlier than that.- 18 replies
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- texture replacer
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