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Posts posted by leatherneck6017
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@Briso SSTU has always been a staple with my play-throughs, so thanks for these configs. Spacedock claims it's available on CKAN, yet I cannot find it?
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Wow, what a cool idea to add this to KSP. I didn't realize the game had the mechanics to make this work.
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9 hours ago, Rakete said:
I circumvented this, by only activating fusion reactors before electric engine ignition. For the basic energy needs (e.g. on a trip to Eeloo) i always have a small fission reactor to feed the basic energy hunger - this runs the vehicles even without hibernation. As Nertea currently prepares a release of NF Electrical 2.0 with more small reactors, I really look forward to downsizing this basic powersupply of my vehicles even more with the new small reactors cores.
It's not basic power that I run out of, I carry solar and RTG's for that. It's the Deuterium that the reactor requires to stay online. If I forget to shut down the reactor prior to a long time warp, it can run out.
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@NerteaI recently added system heat and associated patches for the first time and am really enjoying it, thank you!
On 12/30/2020 at 11:43 AM, Nertea said:System Heat 0.3.3
- Added Hibernate On Warp control to fission reactors: if activated, an enabled reactor will turn off when the ship goes on rails. It will reactivate when the ship goes off rails.
Would it be plausible to have this feature on the fusion reactor from FFT? I've twice now run out of Deuterium by forgetting to shut down the reactor prior to a long time warp (3 or so years seems to do it for the 2.5m fusion tank that holds that resource).
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On 9/29/2021 at 2:33 PM, Stratickus said:
@Kerbas_ad_astra Not sure if this has been reported or not, but the 2 'new' solar panels OX-2L & OX-4M are visually deployed in the VAB and upon launch. After launch (and in the VAB) the PAW is showing that the solar panels are retracted and they are not producing electricity. Here is the log,
I'll try and post a pic if able.Edit: Some quick notes, because I posted originally in a hurry..
This is on a completely stock 1.12.2 install minus VSR and necessary dependencies. I installed via CKAN and used the "Ven's New Parts" only; not the full VSR (not sure if this is relevant). By new solar panels I simply meant the additional solar panels that VSR added. I did not test this with any of the 'stock' VSR solar panels. Hopefully the picture helps better describe the issue that I'm seeing. I did end up launching a test rocket and the game did treat the solar panels as if they were retracted even thought they visually appear extended, ie they did not rip off in atmosphere.
Cheers,
I can confirm this on my fresh 1.12.2 install.
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15 minutes ago, dresoccer4 said:
hey hey. old mod it seems but wondering if it works in latest version?
3 posts above yours, @linuxgurugameradopted this over 2 years ago.
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This sounds great! Does it remember through a game restart?
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8 hours ago, MysticDaedra said:
Couple of days ago (perhaps related to the most recent update?) GravityTurn stopped auto-staging even when the option is enabled. I'm currently on KSP 1.11.2 and GravityTurn 1.8.14.
You're going to need to post a link your player.log file. Also need to tag @linuxgurugamer so he sees it.
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3 hours ago, Ciko said:
Is this mod hit FPS?
No.
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This is a cool idea, and I like the shader. Nice work.
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On 2/24/2021 at 11:07 AM, frankieorabona said:
But now I am experiencing this problem. USB controller inputs cannot be set. It only accepts keyboard input.
10 hours ago, ricina_frank said:I have the same problem!
USB controller inputs cannot be set...there is no one who can solve this problem?
Why not just map your controller inputs to the appropriate keyboard keys?
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7 hours ago, bcqJC said:
Look at the TankTypes.CFG in GameData\000_AT_Utils. It has settings to add LqdMethane as a valid resource IF WarpPlugin mod is present. But it also adds a slew of other stuff.
So... You can either create a WarpPlugin folder in GameData to trick CC into thinking that WarpPlugin (aka KSPIE) mod is installed - if you don't want to install KSPIE.
OR install KSPIE.
OR modify/replace TankTypes.CFG with a copy that includes LqdMethane in the list of "PossibleResources" for "CryoCooling" and "Cryogenic" tanks.
Or just create your own patch, copying the text for the WarpPlugin patch and replacing it with NEEDS[CryoEngines].
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2 hours ago, basepart said:
Hi, I'm using 0.7.3 with KSP 1.11.1. If you switch between the standard mode and the WASD mode, it brakes the Precise Editor mod which stops to show the axis lines of the selected part. If you leave the editor and return back again then the Precise Editor shows the axis lines, until you switch modes again.
Best to tag @linuxgurugamer so he sees it. You also need to post a link to your player.log file.
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Glad to see this adopted. Nice job.
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1 hour ago, very cool guy said:
Can I use 1.11.1?
Yes, that's what [1.11.x] in the title of the post means.
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4 hours ago, darthgently said:
I couldn't find a single combination of modifier keys and X that reset symmetry to 1 in a single press.
It is 100% Alt-X, but you have to hit it twice.
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1 hour ago, darthgently said:
+@PART[vernierEngine]:AFTER[RealismOverhaul]
Lose the @
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3 hours ago, Souptime said:
FYI, your link leads to "access denied."
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9 hours ago, Atlas Gaming said:
I use 100m/s as turn start, 11 degrees turn, 50 sec hold.
This is a good place to start for most rockets, although specific rocket design could require changes to the numbers.
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2 hours ago, CessnaSkyhawk said:
Any ideas?
Yes. Did you install any other mods right before this happened? A long time ago I had a part from a mod (can't remember what mod) that had a bad config for a built in antenna. Removing the part or correcting the config fixed the issue.
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On 10/18/2020 at 5:43 PM, CessnaSkyhawk said:
I'm having an issue where the ground stations keep resetting in career mode. Like every time I try to launch they just downgrade back to zero and stop working...
Also, for some reason CommNet connection lines don't really show up most of the time.
1 hour ago, RSandre said:Same problem here
I don't have this issue on 1.10.1. You both should provide logs. And when you do, ping the author so that he gets notified.
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2 hours ago, Gameslinx said:
I've just added my own version of Load On Demand. Instead of loading every texture for every planet, textures are now only loaded for the planet you're in the SOI of.
Just... wow!
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@benjee10 I'm stoked to get this into my 1.10 game, thanks for resuming work on it!
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1 hour ago, Hypercore said:
Question: Does perma prune reduce load time, if you use it on enough parts? or does it only take effect after load?
Yes. It literally renames part files so they don’t even load into the game.
[1..x, 1.9.x, 1.10.x] Kerbal Research & Development
in KSP1 Mod Releases
Posted
I doubt it because that is tied in with the tech tree.