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Everything posted by Kwebib
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Thanks for making this. Didn't know about a couple tips you had in here like deleting the JSNQ Breaking Ground dll
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I've been playing JNSQ on 1.10.1 for a while with no issues. Just get the 1.10.1 stable Kopernicus, and you should be good to go.
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This is really cool. Thanks for this.
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I've used them, but I put a regular 1.25-m heatshield below them. I only used the ablator on the pod for small suborbital hops.
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@Stone Blue Yeah. To be fair, the most robust test is probably to install Audio Muffler and RSE only, but I was too lazy to do that. I just stuck it in my existing modded game. I did make sure to disable RSE's muffler, though. Edit: I am also on 1.10.1 because I'm using Kiwi Tech Tree
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Reporting in. I disabled RSE's muffler, installed Audio Muffler, and still hear low rumbles in space. Alas, I will have to deal with it. Interestingly, RSE's muffler seems to do a better job. With Audio Muffler, you occasionally still get a random staging sound that makes it through the filter.
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It might work if you disable RSE's muffler. I may try this tomorrow, come to think of it. I know I'm being picky with those low rumbles I'm hearing in space, but I want it to be silent, dang it.
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Is there a way to completely silence sounds in vacuum? I edited my save file to take vacuum muffling down to 0 Hz, but still hear low rumbles when I crash a probe into the Mun, for example.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Kwebib replied to hemeac's topic in KSP1 Mod Releases
If you're interested, here is a config I made for the JX2 Antenna mod. I play on JNSQ, so having these late-game high-range antennas is important. Not sure if they technically match the names of the nodes (Deep Space Optical and xBand), but I just wanted to stick them very far to the right in the tree. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Kwebib replied to hemeac's topic in KSP1 Mod Releases
Suggestion: Have battery upgrades occur later in the tech tree. It doesn't take too much science to get to the 100% capacity upgrade, so you almost never have to deal with the design problem of needing higher quantities of batteries. Been playing a Kerbalism + Kiwi game for a while now, and I love it. -
Unfortunately, we didn't get to stay on 69 for very long.
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Actually, I think all we need is a .cfg for the new visual scan, correct? Maybe this: @EXPERIMENT_DEFINITION:HAS[#id[SCANsatVisual]]:NEEDS[SCANSat,FeatureScience]:AFTER[zzzKerbalismDefault] { @baseValue = 12 @dataScale = 400 @dataScale /= #$baseValue$ KERBALISM_EXPERIMENT { Situation = InSpaceHigh } }
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Does anyone have a kerbalism cfg file for scansat 20.4? Looks like the scansat cfg on the kerbalism github was last updated in 2019.
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@Ollz Yes, but you still want EVE and Scatterer plugins. No EVE configs, though, JNSQ has its own.
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I think I remember you saying the ship effects sounds were based on jerk, i.e. change in acceleration. They sound awesome for rockets, but I wonder if there is a way to tone them down on airplanes? My airplanes sound like they're about to rip apart when doing any sort of high speed maneuvers haha.
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That makes sense. Thank you for the explanation.
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Maybe a dumb question, but is this savegame safe?
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Ahh gotcha.
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Oh my! Is this the 1.0 release? Any juicy details?
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@linuxgurugamer I play JNSQ, but can't recall. Is the last day of Year 1 Day 364 or Day 365? The JNSQ Kerbin years are 365 days, but maybe it starts the count from 0.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Kwebib replied to hemeac's topic in KSP1 Mod Releases
Very nice! BTW, decided to take the leap and try kerbalism since you integrated so well with it. It's fantastic. Love the added complexity with it and your tech tree over stock KSP.