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Everything posted by Katieop3
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I remember looking at the forums and seeing it, I guess its fixed now
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Is there any way I could make ose workshop and kerbalism compatible with each other?
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I have a heavily modded ksp 1.3.1 and I want to go back to play it again after 1.4.1, I need 64 bit to run my mods and it only says "Play ksp, Launch ksp (32 bit)" when I press play, how do I play 64 bit?
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Oh i see what you mean i mean the window on the right not the bottom ones
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I just need to change the window size back to normal, and in flight it does it with the manager and huds
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Thank you!
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I was wondering how you change the Kerbal Enginner window size http://steamcommunity.com/sharedfiles/filedetails/?id=1328290574 this is what it looks like and kinda makes the mod useless : Edit I mean the window sorta in the middle, not the bottom left ones, Sorry for the confusion
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I need a mod for crafting but the only one I have found is ose workshop and it isn't compatible with kerbalism, I am still in 1.3.1
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I downloaded a bunch of mods but this one imparticular lowers my frame rate the most, here is an image http://steamcommunity.com/sharedfiles/filedetails/?id=1312275193
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I'm going for a VERY realistic mod set of mods and I was wondering if there was a mod that allowed me to bring a ship over to the other ship and maybe bring it back to the ksc?
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I'm trying to get VERY realistic mods and I like the idea of trying to plan before
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If I ever have to launch a rescue mission it would probably take 150 - 200 days for my rocket to be built, and I have kerbalism installed so I would have to worry about life support so I was wondering if kct is worth it.
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Just prepping but I realized Kerbalism doesn't work with ose workshop so I was wondering how I could make/build objects, like a greenhouse but is also compatible with Kerbalism, and of course in 1.3.1
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Good mods for recreating "The Martian"
Katieop3 replied to Trexinator's topic in KSP1 Mods Discussions
If not open up notepad and type in @PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FINAL { @category = Utility } @PART[kerbalism-gravityring]:NEEDS[FeatureComfort]:FINAL { @category = Utility } @PART[kerbalism-greenhouse]:HAS[@MODULE[*]]:FINAL { @category = Utility } @PART[kerbalism-chemicalplant]:HAS[@MODULE[*]]:FINAL { @category = Utility } @PART[kerbalism-container-*]:HAS[@RESOURCE[*]]:FINAL { @category = Utility } @PART[kerbalism-container-*]:HAS[@MODULE[*]]:FINAL { @category = Utility } Then save that as a .CFG file and put it in your gamedata folder. -
Good mods for recreating "The Martian"
Katieop3 replied to Trexinator's topic in KSP1 Mods Discussions
Well he was acting like he didn't know -
Good mods for recreating "The Martian"
Katieop3 replied to Trexinator's topic in KSP1 Mods Discussions
There's a greenhouse where you can grow food -
What do you mean heat-resistant parts?
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I was thinking gilly because it takes about as much as the mun then maybe dres!
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[1.12.x] - Modular Kolonization System (MKS)
Katieop3 replied to RoverDude's topic in KSP1 Mod Releases
Will this work with kerbalism? -
I recently got deadly reentry and I'm trying to reuse stages too but when I reenter my rockets just burn up... is there a way around this?
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I was wondering if there was a mod where you could craft stuff, Thanks in advance!
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I just hit 200 hours in ksp and I was wondering if there is a challenge/celebration I could do? , Just in case you need this info I have done a lot of missions to the mun and minmus and one to Duna and a rover on eve and i made a space station, but I know I can do better.
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[1.12.x] - Modular Kolonization System (MKS)
Katieop3 replied to RoverDude's topic in KSP1 Mod Releases
Will this work with kerbalism? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Katieop3 replied to Nils277's topic in KSP1 Mod Releases
I know that you need tac or anything else for the greenhouse but do we need a life support mod installed? rn I'm using kerbalism