DuskFall
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Posts posted by DuskFall
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7 hours ago, -MadMan- said:
Дык поделись...Может кому потом пригодится...
В моде SimpleConstruction встроен плагин ExtraPlanetary. Надо из папки SimpleConstruction из папки Plugins удалить все, что там есть.
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Help! I need somebody help!
So, the problem is, that after installation the newest version of KSP 1.4.5 and the newest version of Kopernicus on the global planet map everything started to work very slow. On KSP version 1.4.2 I hadn't met such problem. I use Kopernicus with Outerplanet mod. Ship's view works fine. Could you please help with this? Logs&Configs
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Методом исключения нашел проблему. Всем спасибо
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Поставил мод Extraplanetary Launchpads версии 5.9.0. Обновил игру и поставил версию 6.1.0, но версия 5.9.0 до сих пор висит и вносит свои коррективы в работу новой версии. Даже после удаления 6.1.0 версия 5.9.0 так и продолжает висеть, что крайне напрягает, ибо все портит. Да я даже уже всю игру удалил и заново gamedata накатил, а он все равно там висит.
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Thanks for help guys, but question is closed. I've just updated kspi and everything started to work
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2 minutes ago, RoverDude said:
Specparts are still required in several processes (Machinery, swapping bays, expanding DIYKits)
Since you just said MJ, sounds like a conflict with KSPI-E
I thought the same, but is this mod incompatible with Interstellar? In last version there was no conflict
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Hello guys!
I have a little question, may be you know, why nuclear reactors doesn't work? When I put reactor on vessel no electric charge and mj are generated as well. To prevent a stupid question: yes, radiators I put too. Game version 1.4.2
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1 minute ago, MaximumThrust said:
I always keep my install folder away from steam, CKAN or anything that may change it, and a backup of a fresh install of the version I'm using (right now 1.3.1), plus a install to make tests, throwing mods recklessly in it. Glad is just a copy and paste, without any hassle.
It's not expected to have a mod working in 1.3 and not in the 1.3.1. If you are able to revert to 1.3.1, give us the names of the mods and maybe we'll be able to help.
I may tell you what mods I use, but I don't remember. May be there is a way to find out what mods I use in one file?
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10 minutes ago, Geonovast said:
What mods work in 1.3 but not 1.3.1?
AFAIK, Steam has removed the option for the "beta" 1.3.
Why? A lot of mods, and the problem is that I don't remember all of it
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Hello guys!
I have one big question. From last time I've didn't find a mark in steam to downgrade version to 1.3.0. Have you any ideas how to downgrade it? I have a lot of mods that don't work with 1.3.1
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5 minutes ago, AndrewDrawsPrettyPictures said:
Ah yes I remember that. Unfortunately, that is a side effect of using the career saver. I can't really do anything about that sorry.
Nothing wrong. It's just a game's convention. I think, that it's related with Contract manager mod.
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Just now, AndrewDrawsPrettyPictures said:
Did you happen to put the optional "career saver" config in your GameData folder?
Sure. You warned me to do this first before, when I united few planets mods and faced with changing spacecrafts orbits
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Hello everyone!
So, I have a new question. The question is what's about contract priority. I've united a lot af mods which are added a lot of star and planet systems. I can't understand, how internal game scrip generates contracts. For example. I've removed all other panets ans star systems mods, left only extrasolar, but anyway, the mosts of contracts are linked to extrasolar system. The first contract for out of Kerbin are research Mir which is a part of Valentine system. Why is it so? May be you can help me to understand?
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28 minutes ago, TheRag said:
It's great for with the Warp Drive, as it allows you make those massive burns once you insert yourself into the orbit of the targeted system in case your power relay cannot reach it, like another star or something.
It's basically a end-game reward and reference (The Expanse's Epstein drive) like with the Warp Drive, and maybe the QSR. You don't have to use it. Or as an alternative to the Warp Drive for interstellar travel.Daedalus drive in that case is more useful, I think. Creating fusionpellets needs less power and fuel. May be I'm wrong but that's more convenient for me. This game like a drug. Try it once and can't stop. Need more mods
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19 hours ago, Mine_Turtle said:
I would advise against using mods with similar functionality. For the same reason you do not mix USI-LS, TAC-LS and Kerbalism in the same game, you do not want to use near future and KSPI together as it might affect game balance and stability. Near future is more lightweight and streamlined, while KSPI is more complex and speculative as it implements technologies, that exist only on paper. However, KSPI is self-contained and provides a uniform spectrum of engines and means to power them from nuclear and electric engines(like VASMIR) that are well understood to "magical" warp and fusion engines and antimatter reactors.
Thanks. Anyway I think kerbstein is rather cheating engine. High thrust with high ips with not much electrical power and fuel using
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4 hours ago, Mine_Turtle said:
That does sounds strange. Also, the version that uses Lithium Deuteride is not supposed to be usable. The problem might be with mod installation, so reinstalling latest version on a clean game might help.
I have just tried using that engine myself and have not found any problems with it:
I guess that I understood what's the problem. For now I'm interested in compatibility with near future mods. Because after adding near future electrical mod Lithium Hydride engine stops working. But, without this mode other near future mods became absolutely useless, beacuse electrical engines start to use MJ for thrust and use it with huge and heavy reactors and generators irrationally. Poorly thing
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3 hours ago, Mine_Turtle said:
This engine requires electrical power, which you can not get directly from a reactor. Reactors produce power in the form of heat(thermal power) and charged particles. So, you need a generator, which will convert reactor's output to electrical power as megawatts. For AM reactor it is best to use charged particle generator as it produces most of it energy as charged particles.
I'm sorry, forgot to clarify that of course I use generator. I know that with AM reactor is better to use charged particle generator, but even if I use combined generator kerbstein engine on Lithium Hydride refuses to work. I've tried to make craft with only engine, fuel tank, reactor, generator, radiators and control module and set it by hyperedit on high orbit, and even then engine doesn't work. In sandbox Lithium Deuteride engine works fine with any type of reactors and generators, but Lithium Hydride engine doesn't work with anything. I don't understand why
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Hello guys!
I have may be stupid question but anyway. This mod includes two kerbstein fusion engines. One of them uses Lithium Hydride, the second uses Lithium Deuteride. In tech tree in career I can see only Lythium Hydride engine and unfortunately it's absolutely useless because I couldn't create craft with enough electrical charge. Even if I use Antimatter Reactor. It provides not enough electrical charge. Could you please help me to understand, what reactor I have to use to make this engine works
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15 hours ago, kraden said:
Just in case you didn't get this sorted, it sounds like you didn't install the textures. I've made that same mistake myself. If you check out the OP, just under the GPP Download link, there is another for GPP Textures Download. If you did try that, I can only recommend re-downloading and making sure you follow the install instructions exactly. Beyond that is beyond me.
Great. Thanks. That was my fault. I've forgot GPP Textures. Now it's working
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3 hours ago, Galileo said:
It is compatible, make sure you have the latest kopernicus for 1.3, and the GPP_Textures.
It didn't help
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1 hour ago, Galileo said:
Sounds like you don’t have the latest GPP installed. OPM was moved around the sun in 1.5.3.
It's not compatible. Loading freezes on main screen
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3 minutes ago, Galileo said:
Sounds like you don’t have the latest GPP installed. OPM was moved around the sun in 1.5.3.
Oh, I'm sorry. I'll try. But is it compatible with 1.3.0?
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Just now, Galileo said:
Just install GPP_Secondary.. all the information you are looking for is in the readme.
I've installed it. Yes, Cairo became another star system, but outerplanet mod also became as ciro's system planets, but has to add stock system planets
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4 minutes ago, Galileo said:
@DuskFall you sure you read this??
OK. May be my English is not perfect, does it mean that it's not possible?
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
in KSP1 Mod Releases
Posted
Thanks a lot. Started to work really faster, but still meet some freezes.