Xithyl515
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Xithyl515 replied to JadeOfMaar's topic in KSP1 Mod Development
That's perfect! Thank you so much. The config works so well. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Xithyl515 replied to JadeOfMaar's topic in KSP1 Mod Development
@JadeOfMaar Would it be possible to introduce a setting to disable the radiator effects? Or make them opaque? The flickering is pretty much constant and is getting on my nerves. I'm not sure how other people feel about it. Could I edit a file to get rid of the effect entirely? -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Xithyl515 replied to JadeOfMaar's topic in KSP1 Mod Development
First of all, I love this mod. I'm so happy with it! I'm excited to see ISRU chains for fissionable materials. I'm curious as to why you didn't do Enriched Uranium until there was ISRU chains, but I'm not bothered by it. Is it normal for the Stackable Film Radiator's red film to flicker? It always happens to just one radiator. I'm not sure if this is something you're aware of, or something I need to get a log/mod-list together for you. But it's a constant flickering. It happens in flight and in the VAB. I've posted a .gif below. You can actually notice the other radiator flickering through the scaffolding as well. https://imgur.com/a/9QlbR8w -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Xithyl515 replied to Gameslinx's topic in KSP1 Mod Releases
I've installed beyond home and everything went well. I learned that I needed Kerbal Konstructs to have the Lua launch pad appear AFTER I started my save. I installed KK and landed on Lua, do I need to land EXTACTLY on the Lua launch pad to find it? Or do I have to restart my save to have the launch pad populate correctly?- 1,650 replies
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Why does the mod recommend a minimum ram of 8 GB when installing the mods and activating the systems adds 16 GB of ram to my game? From default of 11 GB to 27 GB. Is this normal?
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There's a tracking issue that I worked with the creator of Tweakscale and we found out that configurable containers is causing a repeatable glitched with parts that have a tweaked scale. Basically configurable containers are resetting larger (or smaller) tanks to their default values when copied or reverted to SBH from a launch. If no one is aware of the issue, look at the link below for the full documentation. https://github.com/net-lisias-ksp/TweakScaleCompantion_FuelSwitches/issues/2
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I managed to post everything to the github related to my issue with tank capacities, let me know if there's any additional information required.
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Okay, I have a near full day of work tomorrow, but I'll upload everything you asked for and even some screenshots to the github when I can. Thank you!
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I have about 78 mods installed, so I know that could be an issue. The only ones that really work with fuel are TAC Fuel Balancer, interstellar fuel switch, and configurable containers. Is there a forum link for finding the KSP.log, modulemanager's config, and patch log? I can make a craft with the issue happening. That is to say, if it's even feasible to check all of that 78 mods. If the issue's in my court, I totally understand. It provides the correct fuel on the launch pad, but the maximum fuel number is determined by its stock size (with limits it if I sized up a tank).
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Has there been known conflicts of mods or something that causes an inappropriate amount of fuel to be placed on a tank after I resize -> copy it? As an example, a 1x size tank has 100 fuel. I resize it to 0.5x size and it comes out to 40 fuel. However, when I copy it using alt+click and place it down, the fuel tank shows 40 out of a maximum 100 fuel, allowing me to pack more fuel into a smaller space. The same happens when sizing up tanks. If this isn't a known issue, I can make a proper post of my findings or figure out which mod might be causing the conflict.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Xithyl515 replied to IgorZ's topic in KSP1 Mod Releases
I've been trying to use the ground base and attach it to Ike's surface for me to cable my rover and ore shuttle to. But when I try different cables, they two vehicles still jump slightly in the air when I use either time warp. Some cases the ground base either explodes, teleports up in the air (of which it's still 'attached' to Ike), or just simply spazzes out and sends my vehicles a million miles away. I was thinking of having a hydraulic cylinder with a grabbing unit mounted to a ground base, but I haven't tried it yet, anyone have any ideas? -
How do I access the cheat menu for KSP interstellar? I wanted to mod a few settings that I've once seen. It the warppluginsettings.cfg in my gamedata doesn't seem to affect anything. I've tried scouring ALT+F12 but I can't find anything. Particularly I'm looking to shut off the throttle down for the nuclear salt water engine. If I can slap a cockpit next to a normal engine or fly a kerbal by a sun and have them live, I figured I don't care about that 'balance'. I saw earlier on the forum that a cheat was added to bypass this, but I can't find how to turn it on.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Xithyl515 replied to K.Yeon's topic in KSP1 Mod Releases
Hi, I was hoping that I could use TweakScale on OPT parts to make bigger jets. Is it possible by chance? When I rightclick on various OPT parts, it won't let me change their size like other modded objects I have (KSPI) Specifically I was hoping to resize the main jet hulls and cockpits Here's my gamedata folder: