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KSP2 Release Notes
Everything posted by PataSolar
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Is Ampyear meant to take away a probe's EC and replace it with an X amount of 'Reserve Power'? How can I change this? EDIT: nevermind, found GordonDry's patches here on page 21 of this thread
- 606 replies
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- power manager
- plug-in
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Hey folks, just wondering where progression is saved? Transferred my save folder to another build and all progression has been lost, ie. the contracts I'd completed are not complete.
- 116 replies
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- realism overhaul
- stock
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Oh. I see what you mean now. Unfortunately, my problem isn't actually 'black wings'. Rather it's a problem where the textures are weirdly paneled. This is possibly the textures being to 'small' if you know what I mean. So there's dozens of the panel effect rather than just a few. I've post some screenshots below that show the problem (with all the possible textures):
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
PataSolar replied to Citizen247's topic in KSP1 Mod Releases
Do you use these with Realism Overhaul, @Citizen247? -
I'm confused. Does this mod provide assets that you can place via Kerbal Konstructs? Or does it actually place things for you from the outset? Just wondering because I'm on RSS with multiple KSCs around the world. (Would it even work?)
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[1.3.*-1.12.*] Pood's Skyboxes [v1.3.0] [17th Jan. 2019]
PataSolar replied to Poodmund's topic in KSP1 Mod Releases
Hey there. Should I be able to see the skybox when on the ground of, for example, Kerbin (at night time of course)? EDIT: Hmmm it seems to have come right. When it did work, it was faint but Distant Object Enhancement's slider can fix that. -
Hey @Daedalus451 what ended up happening with your ScrapYard problem?
- 2,505 replies
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- life support
- overhaul
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[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
PataSolar replied to severedsolo's topic in KSP1 Mod Releases
Hey @severedsolo I love the mod (and your other ones). Maybe mention in the original post that there is decay and that >250,000 orbits can act as a graveyard etc. Luckily I read through the thread. -
The link for this mod is dead. Can anyone help me with how you'd go about changing or creating a .cfg file to enact this? EDIT: Apologies for reviving this dead thread. If I could delete this post I would. I've learnt how ModuleManager works and how to utilize it now. So, hunky dory here.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
PataSolar replied to IgorZ's topic in KSP1 Mod Releases
Just wondering if anyone else has had the problem with the ESC button not bringing up the pause menu. This is due to KAS/KIS. Changing the keybinding doesn't work. Or maybe there is a certain other mod that, in its antagonism with KAS/KIS, cancels out the ESC button. The button does work when using it for KAS/KIS reasons however - like cancelling out of the inventory interface. I've seen this mentioned here and there but have never seen a definitive answer to the problem or a work around? Correct me if I'm missing something though! -
Are you referring to my query about how Kerbalism and [x]Science interact? Or the vent issue?
- 2,505 replies
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- life support
- overhaul
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Is there an option to 'vent'?
- 2,505 replies
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- life support
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Hey folks, I've searched around but have found limited mention of the reaction between Kerbalism and [x] Science. I'm pretty sure [x] science is no longer showing me the correct information. I love Kerbalism though. So could someone point me in the right direction to disable Kerbalism's science system? In which .cfg file and which line do I change? Or is there something further I should know about the Kerbalism/[x]Science problem?
- 2,505 replies
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- life support
- overhaul
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@JAFO, nah, my apologies! I was being lazy, I guess.
- 265 replies
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- making history
- patch
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Anyone else getting a bug where the contract parametres are spammed with parametres that have apparently been met (but haven't actually)? Edit: I'm getting like ~80 of them.
- 265 replies
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- making history
- patch
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