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KSP2 Release Notes
Everything posted by Krakatoa
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Pretty sure this is a setting on a slider you can adjust in stock. Check your difficulty settings for your save, there's something about body occlusion for signal on there.
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- plugins
- remotetech
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
It works in 1.10.x. There might not be new stuff, but it works just fine. -
It's all modded fairings. The node name changed in stock, so anything designed around the old way doesn't work. There's gonna be a 1.10.1 where it's fixed.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Krakatoa replied to Gameslinx's topic in KSP1 Mod Releases
These are all just from CRP. If planets don't have specific values set, then it's all RNG. You may have just had an unfortunate roll.- 1,650 replies
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Krakatoa replied to Poodmund's topic in KSP1 Mod Releases
As a general rule, SCANsat works with all planet packs. The maps and such aren't coded into the mod. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Krakatoa replied to Gameslinx's topic in KSP1 Mod Releases
No, just ore. Standard stock ore.- 1,650 replies
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You can use both, but I suggest going through the files and making sure not to have overlap with modifications to the interiors.
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- iva
- rasterpropmonitor
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
You installed incorrectly. Please follow normal troubleshooting steps for more in depth help, and check the OP to see how things are supposed to be placed in GameData.- 3,519 replies
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- geoscience
- colonization
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(SOLVED) Blue Hole Bug
Krakatoa replied to Misguided Kerbal's topic in KSP1 Technical Support (PC, modded installs)
You have some version mismatch going. Something is using a depth mask on those engines, but that ability wasn't available until I think the 1.8.x realm, so it won't work properly on 1.7.0. Downgrade all your mods to the 1.7.0 version of that mod and you should be better off. -
The problem is that the released version of the mod has the wrong module names for the Extraplanetary Launchpads integration, so those references in the .cfg have to be fixed. I did so a year or so ago and sent a PR, but of course the original modmaker has moved on from KSP, so they never got integrated with a release.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Krakatoa replied to Shadowmage's topic in KSP1 Mod Releases
You have put something to this effect in multiple threads, so you obviously don't know what is hanging you up and are blaming mods almost at random. Post your logs like the basic troubleshooting instructions say to do so someone might have a chance of helping you and you don't send mod makers on a wild goose chase. -
Right on, I love this addition to EL. It's been a while already since I did the adjustments to fix the EL module references, so sorry if something doesn't work right. I also see you picked up the mod I had been working on a while back. It was never finished and is just a couple very rough parts, so feel free to ditch it! I doubt the textures are even saved properly for the current incarnation of KSP.
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Launch clamp - alike base mounts question
Krakatoa replied to Hohmannson's topic in KSP1 Mods Discussions
Extraplanetary Launchpads has non-stageable clamps that work similarly to the stock ones. Of course, they can't be sent on a lander, but you can build your base in situ and they will keep things lofted and still. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
Thread title says 1.6.1 and Galileo said just a few posts up that it hasn't been updated and there's been some discussions on what that means with how it currently works, so I'mma say "no." -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Krakatoa replied to cybutek's topic in KSP1 Mod Releases
They said they were playing on JNSQ. -
No they aren't. Attention to detail, my lad. Check the panel lines on the bottom. Color is slightly different, too.
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- totm march 2020
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Krakatoa replied to Nereid's topic in KSP1 Mod Releases
Now that I think on it for a moment, it's possible the capsule popped out of the water and relanded, triggering the award. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Krakatoa replied to Nereid's topic in KSP1 Mod Releases
I think that he meant it shouldn't have worked because he had 4 parachutes out. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Krakatoa replied to Paul Kingtiger's topic in KSP1 Mod Releases
From my playing, they seem to have something go wrong if the animations and science modules don't go at the same time. Running an experiment through [x]Science, especially without the experiment deployed, seems to cause them to lock up, with the "science module full" or whatever the warning is, and the only way I have been able to fix it so far is just restore a save point. As long as I manually run the experiment, I can keep resetting with a scientist.- 1,553 replies
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SABS_IVA: MAS-enabled IVA configs for stock command modules
Krakatoa replied to SingABrightSong's topic in KSP1 Mod Releases
Curious because I'm super excited someone took the initiative and made MAS IVAs, did you add the light knob to the IVAs or pre-set everything to full illumination?- 8 replies
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- rasterpropmonitor
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