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KSP2 Release Notes
Everything posted by Euer_Hochwuergen
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Euer_Hochwuergen replied to EnzoMeertens's topic in KSP1 Mod Releases
oh ok thx, yeah i have already tried that and classified that state as not working (imo) , thought there might has been progression im not aware of. but the thx for the reply- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Euer_Hochwuergen replied to EnzoMeertens's topic in KSP1 Mod Releases
@EnzoMeertens thats awesome News, thank you very much, take your time and good luck with your company @Burning Kan really it works with 1.4!? are we talking about the normal 1.3 version or a recompiled version?- 735 replies
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Mods in Stock
Euer_Hochwuergen replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
Launch Numbering and Space Age -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Euer_Hochwuergen replied to Theysen's topic in KSP1 Mod Releases
Ok i made a quick heightmapfix to fit with the 3,2x rescale but i cant test it. Feel free if you want to try them and the normal ones just in case- 2,214 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Euer_Hochwuergen replied to Theysen's topic in KSP1 Mod Releases
just to understand correct: you need cfg files for ksc switcher for kerbin rescaled x10 !? i made a ksc swichter cfg for normal-scaled kerbin with 2 additional bases (kind of spacex and baikonur counterparts)- 2,214 replies
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- realism overhaul
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[1.3.1, 1.4.5] Planet Patches for Principia
Euer_Hochwuergen replied to Scotskerb's topic in KSP1 Mod Releases
ah i see, thx. yeah thats definitly explaining the problem. but it also doesnt set the inclination of laythe as written in the opm-patch-cfg from scotskerb (still dont know why) Edit: I added the Kopernicus cfg from Principia in another cfg and removed the laythe entry from scotskerbs cfg (since i didnt have any effect) all works now as it should, thx again- 18 replies
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[1.3.1, 1.4.5] Planet Patches for Principia
Euer_Hochwuergen replied to Scotskerb's topic in KSP1 Mod Releases
Tried the OPM Patch too, Sarnus System seems to be stable, but Jool System is unstable again. Did i miss something?- 18 replies
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- gravitation
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Euer_Hochwuergen replied to Galileo's topic in KSP1 Mod Releases
Thx, that was exactly the answer i was looking for in the Kopernicus Thread!- 1,019 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Euer_Hochwuergen replied to Thomas P.'s topic in KSP1 Mod Releases
Is there another way to Fix the NullReferenceException spam with terrain scatters, instead of updating to Kopernicus 1.4.3-1 which it wont let me do cause of KSP 1.4.2? Solved! -
ExceptionDetector 1.1 [KSP ANY VERSION]
Euer_Hochwuergen replied to godarklight's topic in KSP1 Mod Releases
Not working for me so far o0, which version do you use? I tried the one for 1.3 but seems not to work -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Euer_Hochwuergen replied to JPLRepo's topic in KSP1 Mod Releases
Both things. ... -
Thank you very much.
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- beautify
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Can I disable the Depth of Field Effect by Setting the Focus_Distance Value to 0, in the cfg? Or is there more I have to do for that. Awesome Mod so far. Thx.
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[1.12.x] Through The Eyes of a Kerbal
Euer_Hochwuergen replied to linuxgurugamer's topic in KSP1 Mod Releases
About the visible Eyes and Teeth problem in context with TRR mod (sry if its already known, but i couldnt find something about it in both threads) You can simply disable and enable them ingame with the TRR menu, also inflight. Can provide Pictures tommorow if needed. Just in case someone needs this... @klgraham1013 maybe 1. Click on the TTR Menu Button. 2.Click on Heads Menu. 3.Set the Values for Eyes, Pupils and Teeth to 0. 4. Continue enjoying Through the Eyes of a Kerbal Mod. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Euer_Hochwuergen replied to EnzoMeertens's topic in KSP1 Mod Releases
Does your game run smooth, or do you (have) had lag during the testing?- 735 replies
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[1.12.x][TR] Human Colored Heads Recolored v0.5
Euer_Hochwuergen replied to Errol's topic in KSP1 Mod Releases
Spock has called, he said its chlorocruorin and not creepy -
Did you heard about that game it should be a bit like KSP
Euer_Hochwuergen replied to Pawelk198604's topic in The Lounge
agreed, also not interesting to me, since im playing KSP (with mods of course...) i cant make a step back, to be honest this game looks like two steps back ( also with consideration that it is another genre...) -
[1.12.x] Probe Control Room Recontrolled
Euer_Hochwuergen replied to linuxgurugamer's topic in KSP1 Mod Releases
I also dont really know but i suppose yes. I read a couple of months ago, when the mod wasnt really maintained by anyone sepcific, but lots of people did their own stuff on it, that there was allegedly a cfg file for the screens going black thing, but maybe it was outdated already to that time. I try to backtrace on it and will post if i find. -
Yeah, thanks for the advice, i will keep them, but i decided to keep some others too, like the mole habitat for example, because they are filling up some other gaps and they are just too beatiuful. Thx again @gunt3rgam3r , since there is the prune function, i got lots of new possible combinations for the game that could be really helpful.
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[1.12.x] Probe Control Room Recontrolled
Euer_Hochwuergen replied to linuxgurugamer's topic in KSP1 Mod Releases
Have the "loss of connection" and "screens go blank if energy is empty"-features (cfgs) been included? Sry i cant test it because i cant Update Kerbal to 1.3.1 because of Kerbalism. Thx for keeping this Mod alive! -
I used the K2 for a long time but now its useless since it has no RPM/ASET Props Support, which I need because im playing a forced IVA Campaign. (sry should have been clearer about that) Yeah i already had supposed that it would be a lot of work, after i looked into the folders, but im not a Modder myself, so i wanted to ask if theres another possiblity. Its not compelling necessary but it would be a nice to have, anymways I will find a way to engineer around that two seat Command Pod Gap in my carreer .
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Hey, first of all, very nice Mod you did I really like it and its one of the more polished in my opinion, keep up the good work and thank you for that. Is there a standalone Version of the Brumby or a way to use only the Brumby? I only need that Part because its the only Working 2seat Command Pod with functional IVA and dont want to struggle my system with another 100mb+ of parts and stuff i dont really need, and my system runs right on the edge with the tons of mods ive installed. I tried to delete all the other stuff in the package manually which (i think) are not dependent for the brumby, but then the brumby doesnt appear ingame.