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Do you happen to have the part unlock costs enabled? Because if so, I think you must buy the size upgrade from inside the R&D, just unlocking the node is not enough. Just locate the nodes where there is a procedural parts size upgrade, and unlock each individual upgrade.
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That's an interesting question, I'm not sure myself but I'd bet it's not possible, at least not with these settings (star, planet, moon, sub-moon) because the sub-moon would need to be located far enough from the parent moon for its orbital period to be long enough. The problem is that you cannot put a sub-moon that far because it would escape the moon's orbit and become itself another moon of the planet. This becomes an increasing issue the closer the moon is from its planet, limiting even further the maximum stable distance of the sub-moon from its moon.
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[1.12.X] KSP Upscaled - Squad
mateusviccari replied to Lucke001's topic in KSP1 Tools and Applications
broken google drive links -
Maybe it's the same problem I was having which was fixed like this:
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I forgot to include DynamicBatteryStorage on my earlier test. Including it fixed the problem with the bare minimum install, so I started a test battery with my other mods isolating mod by mod, and found the culprit. My problem was being caused by Kopernicus. Updating it to the last release fixed the problem. It was apparently messing with solar panels at high time warp.
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I was having the same exact issue with the new Kopernicus version. Solved it simply by deleting the file KSS2_MultiStarSolarPanels.cfg fom GameData\KSS2\Configs\. It seems they have implemented a better solution to handle multiple star systems, and KSS2 is including the old config.
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Sorry I took a while to get back to my PC, is this enough to help identify the problem? KSP.log: https://drive.google.com/file/d/1GFvAeOUAkT3MgSO5rQgG43Oz9Qcp2T9U/view?usp=sharing Craft file: https://drive.google.com/file/d/1yZ0y4gm-V8slvzG2cvIgdGITOpNgqaug/view?usp=sharing Video showing the behavior: GameData content, bare minimum mods and dependencies:
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By "everything" do you mean the moon and the other planets? If so, it's intentional. Earth is tilted in real life too, in the game earth has 0 tilt relative to the camera so the rest of the solar system is tilted, this was done due to a game limitation or something like that which prevents all planets from having an axial tilt, but you get used to it. You can install the mod "principia" that allows the camera to be tilted, but it also implements newtonian physics, so it has quite a learning curve and it's not for everyone.
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Extraplanetary Launchpads Per-Part Configs
mateusviccari replied to rheaunderstars's topic in KSP1 Mods Discussions
I had the same idea multiple times but didn't test anything cause I'm too lazy. But it seems like it's possible, take a look at this post from EL creator: You can also have a look at EL manual for more details: https://taniwha.org/~bill/EL_Manual.pdf If you manage to make some progress please share your work, I'm very much interested. I've always found weird how we could make a functional greenhouse full of plants completely out of Mun regolith. My idea was to make the original LS modules to also produce a "plant seeds" resource which could be used in an EL recipe to build new greenhouses, so I'd need to either launch seeds to the mun base or get seeds from an existing greenhouse.