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Posts posted by SupperRobin6394
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On 20/08/2017 at 11:53 PM, Ericwi said:
Does any one still have this? The URL at the top is not good.
Use the Pastebin link and create a HTML file manually.
But, it refuses to connect to me game, it's stuck on "connecting, please wait".
Anyone got a fix?
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Does anyone have a working MkON? It doesn't connect to my game in any way (I can make a layout).
I fixed the map (not showing the map image/tiles) manually for Telemachus for myself, I'll forward the code if you wanna.
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On 21/08/2017 at 6:02 PM, Galileo said:
OPM_Galileo v1.2
This is a version of OPM maintained by Galileo
This version of Outer Planets Mod is for KSP version 1.3
I will host this version until CaptRobau takes it over.Change log
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Completed necessary localization
- ResearchBodies is now supported (Thanks @JadeOfMaar)
- Kopernicus biome displayName enabled
- Karbonite resource configs have been updated (Thanks @JadeOfMaar again)
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KerbNet is not functioning correctly.
- Use ScanSat instead.
- Restructured texture paths. Should speed up loading time by a few seconds
This mod retains OPM's original License: Attribution-NonCommercial-ShareAlike 4.0 International
Extensive testing was not done, so let me know if there are any major issues and I will fix them as quickly as I can
Sweet, will you get it to CKAN?
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Completed necessary localization
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Crashed cockpit-first into the Kerbin surface when I wasn't watching the mountain ahead of me whilst on MechJeb2 autopilot (Smart A.S.S.)
Happens...
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3 hours ago, AntiSol said:
The version I posted works fine for me in 64 bit
Yup, it does for me also.
Amazing mod, gotta figure out which GUI to use now, Houston is too much for me.
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On 24/08/2017 at 1:04 AM, Scout1218 said:
Me and my friend want to set up a private server, and we don't want to use Hamachi. We probably can't do port forward, but is there any other way?
edit: actually I'm wondering if hamachi is safe to use for this application.
Why can't you port forward? No router access or something?
It's quite easy to do actually, need any help with it?
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On 24/08/2017 at 5:43 AM, Ericwi said:
Superrobin... the link is on page 7 of the topic.
I'm using the 64 bit version of the game, there's a 32 bit version only...
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8 hours ago, evileye.x said:
Ven's Stock Revamp (fuel lines in specific) makes Mach FX look like this.
But you don't use VSR, I guess?
Nope I am not using VSR.
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I have the same, but over my whole screen, I'll post a video later.
it only happens since 1.3
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Anyone got this working on 1.3? It crashes my clean install of the game on startup...
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8 hours ago, Geonovast said:
I've been looking, but the only solution I found... didn't work. Probably because I'm not a programmer. Not sure why they're not just included as jpgs or something, but I'm sure Squad had their reason.
I think most of the images have a nice dark spot on the bottom where the words go, don't they? Might have to just screenshot'm.
Some have the black borders so that makes photoshop easy, some will just require a bit more advanced skills.
8 hours ago, Gargamel said:Does prtScr or Screen Snippet not work in the loading screens? Both are native to Windows.
It does, but not all of them have black borders sadly.
The loading screen just didn't appear for me after it did once, that's why I asked.
4 hours ago, Snark said:Please be aware that it's not okay to decompile or reverse-engineer the game (e.g. extracting content from binaries outside of GameData), so no discussion of such here, please.
From the add-on posting rules:
So unless it's an image that's just sitting there as a file in GameData, you're basically out of luck.
Dunno, but KSP's screenshot capability via F1 does work. So that handles that, right there.
F1 doesn't work in the loading screens as far as I know.
Abojt decompiling, I was hoping for it to sit around in Squad's gamedata folder
3 hours ago, Rocket In My Pocket said:A quick reverse google image search turned up this 1080p version with no black borders:
http://www.accesoxbox.com/img/logros/2474/logro_1.jpg
No clue where it actually came from originally.
Sweet!
I believe it was from the trailer of 1.0, "we have liftoff"?
2 hours ago, nascarlaser1 said:using a screenshot tool (or the one built into steam) you can just take screenshots of each page as it appears.
See my replies above in this post ^
2 hours ago, Ultimate Steve said:How did you get that loading screen? Is it new in 1.3? I'm only getting 2 or 3 different screens...
Only once since 1.3.
I have no clue how the game handles loading screens I get some more often and some (like this one) rarely or only once.
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I love you guys!!!
Now we're on it anyways, is there any way to extract all the images from the game?
With so many brilliant people here, some surely must be able to do that!
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Wrong section? No clue, I'm on vacation with 0.01mbps internet so I can't really do any research or anything. Sorry if it's the wrong section.
Yes, I tried Google...
Okay so basically, I had this lovely loading screen when I was starting the game which I REALLY want as my wallpaper.
It was an image of 2 Kerbals fist bumping in a command pod (or cockpit)
One was male with an orange suit, other was female in th same suit (Jeb and Valentina?)
Does anyone have any clue?
Thanks in advance and apologize for the messy topic, I don't really use my phone to do stuff other then nothing.
Robin.
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7 hours ago, linuxgurugamer said:
What other mods do you have installed?
Other mods do you have installed?
Can you get us a log file please? Thank you
Will do once I'm back from vacation.
Uninstalled the mod and my game ran like it used to.
I'm sooooooooo going to forget to post the log file tho.
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Long story, but I don't want to do resupply missions to space stations thousands of kilometers away.
Thanks tho.
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9 hours ago, SuicidalInsanity said:
Again?
Try this, this should fix the NFE patch:@PART[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 !MODULE[ModuleActiveRadiator] {} !MODULE[ModuleAlternator] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true OverheatAnimation = ThermalAnim HeatGeneration = 65000 NominalTemperature = 3000 CriticalTemperature = 3400 MaximumTemperature = 3800 CoreDamageRate = 0.01 FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 1300 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator passiveCooling = 65 exhaustCooling = 1300 CoolingDecayRate = 100 } MODULE { name = FissionEngine HeatUsed = 1300 Priority = 2 TempIspScale { key = 300 0 key = 1000 0.2 key = 3200 1.0 key = 4000 1.3 } } MODULE { name = FissionGenerator Priority = 1 PowerGeneration = 20 HeatUsed = 65 } RESOURCE { name = EnrichedUranium amount = 55 maxAmount = 55 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 55 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.8 MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName // Ramp up power based on throttle FollowThrottle = true // Heat animation, plays when above nominal temp // OverheatAnimation = Reactor_1MW_Heat // Heat to generate (kW *50) HeatGeneration = 55000 // Above this temp more power output but risky NominalTemperature = 3000 // Above this temp, reactor takes damage CriticalTemperature = 3400 MaximumTemperature = 3800 // Amount of damage taken by core when over critical temp // %/s/K, so with value 0.001, at 200 K over CriticalTemp, reactor takes 0.2% damage/s CoreDamageRate = 0.01 // Base lifetime calculations off this resource FuelName = EnrichedUranium INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00027 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00027 DumpExcess = false FlowMode = NO_FLOW } // Disables stock converter functions DO NOT CHANGE UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } } MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 3000 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.001 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.05 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0.01 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 1 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0.01 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 3800 //At what core temperature do we shut down all generators on this part? MaxCoolant = 1100 //Maximum amount of radiator capacity we can consume - 50 = 1 small } MODULE { name = FissionFlowRadiator exhaustCooling = 1100 maxEnergyTransfer = 55000 CoolingDecayRate = 100 } RESOURCE { name = EnrichedUranium amount = 50 maxAmount = 50 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 50 } MODULE { name = FissionEngine HeatUsed = 1100 TempIspScale { key = 300 0 key = 1000 0.2 key = 3000 1.0 key = 4000 1.3 } } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } @MODULE[ModuleEnginesFX] { @heatProduction *= 0.01 } } @PART[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion] { @mass = 2.0 @description = A stripped down experimental fission reactor intended for use aboard aerospace assets that produces up to 500kW of electric power. Comes with integrated radiators. !MODULE[ModuleResourceConverter] {} !MODULE[ModuleOverheatDisplay] {} MODULE { name = ModuleUpdateOverride } MODULE { name = FissionReactor StartActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StartActionName StopActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_StopActionName ToggleActionName = #LOC_NFElectrical_ModuleFissionReactor_Action_ToggleActionName HeatGeneration = 45000 NominalTemperature = 800 CriticalTemperature = 1300 CoreDamageRate = 0.01 EngineerLevelForRepair = 5 MaxRepairPercent = 75 MaxTempForRepair = 330 OverheatAnimation = Reactor_Heat FuelName = EnrichedUranium // Heating UseSpecializationBonus = false AutoShutdown = false DefaultShutoffTemp = 0.90 GeneratesHeat = false TemperatureModifier { key = 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.000000126785 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.000000126785 DumpExcess = false FlowMode = NO_FLOW } } !MODULE[ModuleCoreHeat] {} MODULE { name = ModuleCoreHeatNoCatchup CoreTempGoal = 800 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4500 MaxCoolant = 900 } MODULE { name = FissionGenerator PowerGeneration = 500 HeatUsed = 800 } !RESOURCE[ElectricCharge] {} RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } !RESOURCE[DepletedFuel] {} RESOURCE { name = DepletedFuel amount = 0 maxAmount = 90 } !RESOURCE[EnrichedUranium] {} RESOURCE { name = EnrichedUranium amount = 90 maxAmount = 90 } MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } }
@SuperRobin6394: Reproduction steps? Is it any M2X part at random, specific parts, specific parts placed after other specific parts, etc?
Any craft, any part.
Only having them loaded in the part browser/preview makes me lag.
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I really liked the parts, but they REALLY make my game laggy whilst selecting them or placing them in the SHP.
Anyone else experiencing this?
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Nobody?
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Okay so, I'm lazy.
Is a space station or any other vessel with the TAC Life Support able to sustain itself without resupply missions (excluding fuel)?
I know resources can be re-used, but does this go for every resource?
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A (dry)dock would be great for boats and amphibious vehicles.
And yeah as said a garage for rovers/ATVs would be good.
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Lmfao.
On topic: I have the same, when I undock my rover it gets launched into the air for some reason.
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Me: Building good rockets
Friend: What kind of?
Me: Yes
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Life support systems
More variations in experiments (can support life support systems, growing food etc)
Randomised, yet rare system failure (engines, SAS, etc)
Parts to make boats
KIS and KAS integration
More EVA activities, since EVA is pretty useless in the stock game
Some sort of tether system to load rovers into cargo hulls without using docking ports
Weather (storms, rain, cloudy, mist, snow etc)
Ability to put Kerbals into command seats instead of doing it through EVA
Ability to transfer science between vessels, like sending surface sample data to a research station
Parts to make better looking ground bases/stations
Number value option for silders, 99 and 101 aren't satisfying numbers when you want 100
A message what an action group does when you activate it, with a lot of crafts you can easily forget which button does what on which craft
Long live mods, since all this are just from my mod list. I'd love to see them included into the stock game though, mostly due to the fact that they'll surely be made to work together seamlessly.
And, last but not least:
MULTIPLAYER -
When the size of all your mods is bigger than the actual stock game itself.
[1.12.x] Bolt-On Screenshot System (BOSS) Continued
in KSP1 Mod Releases
Posted · Edited by SupperRobin6394
I managed to pull off 100, didn't really go any further yet.
EDIT: anything above 30 gave me the same resolution apparently.
EDIT EDIT:
http://i.imgur.com/gIOyB50.png
Zoommmmmmmmmmm
http://i.imgur.com/IuuWTzv.png
First screenshot is cropped down to normal 1080p, else Imgur will refuse to upload (and it's easier)