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Everything posted by Wilhelm Kerman
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Removing moons that you will never visit can help your ram. You can also 'force DX11' which seems to reduce the amount of ram used by a lot. I run Basic with scatterer (something I would never normally be able to do) and it works with minimal lag.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Hasn't the updated Nessus (Kelar) system been moved way further away from Kerbin?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I have a suggestion about Voon. Perhaps you can add some more storms on it?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I don't see why so many people find installing mods hard. When they are having trouble though, I have NEVER seen anyone behave like that.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
The user was an anonymous fandom user and not a registered fandom user. How does the ban work on anonymous people?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
How rude of this fool! Some people understand nothing. Period. "The ability to speak does not make one intelligent." - Qui Gon Jinn Hahaha- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
The Venture Star in Avatar had its engines the other way round for stability. After its engines did the burn to get there, it would spin around and use several extremely thin shields to protect itself from the Earth based lasers that would power the first bit of the journey by pushing a 16x16km solar sail. I think.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
It looks kind of better this way- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Score 2 for SpaceX I smell a SpaceX update coming- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Maybe it is possible to make those giant walking things and then add them in as still objects in the surface, like rocks on the mun. I can't find any threads relating to adding npcs into the game, only ones talking about if they did.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Will it have purple oceans and eosapiens? Maybe eosapiens were the precursors- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I was just wondering whether anyone had done it before, I know it is nearly impossible.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I'm talking about interstellar docking and I can barely dock in LKO!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
It would be quite hard though, wouldn't it?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I really just mean finding a way to rendezvous in interstellar space.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Has anyone ever attempted interstellar docking?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Absolutely amazing.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
What is a PM?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Does this have something to do with the letter N itself or things in reality that start with it. I just remembered Nova Kirbani starts with N There is a star that starts with N (Naos) that means 'ship'- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
I have put in the discussion.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
It's height, proof in height map.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Is Cad a giant creator?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
8 Gb ram, no other apps running except steam, KSS (removed many moons that I will never go to), Mechjeb, Heat control, only several radiators, KS3P. For now I am fine sticking to high orbits around bodies.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Wilhelm Kerman replied to StarCrusher96's topic in KSP1 Mod Releases
Cad's height looks like the creator. It could be a giant creator. How? What about Blalo? When ever I am in a low orbit around it there seems to be quite some lag for some reason.- 4,170 replies
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