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Everything posted by mateusviccari
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It doesn't have parallax 2.0 compatibility yet. Only ground textures. I'm not sure sure anyone's working on it.
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
mateusviccari replied to Angelo Kerman's topic in KSP1 Mod Releases
Are you using ferram aerospace research? It is known to mess with underwater physics -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
mateusviccari replied to Theysen's topic in KSP1 Mod Releases
How do you guys plan maneuvers with ion engines? Since the thrust is so mediocre and it takes months to do a burn, we can't reliably plan and execute a maneuver since ksp computes the burn as an instant impulse. I know Principia helps in this matter but my setup can't handle that mod.- 2,149 replies
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- realism overhaul
- rss
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@Astra Infinitum You don't necessarily have to wait for the whole game to load. You can open ModuleManager.configCache from GameData as soon as the patches finish applying, then alt+f4 and look for one of the parts you are modifying. Even with heavy modded installs it shouldn't take than long to save the cache. Still not ideal but way less time consuming than waiting for the whole game to load.
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Hi, sorry for the delay. I've tried it, also did not fix it. But I found the culprit. As I suspected, since I was apparently the only one having the problem every time entering VAB, it was another mod causing a conflict. More specifically, the RP0.dll from Realistic Progression One. I guess I'll open an issue on their GitHub.
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[WIP] [1.12.x] HUDReplacer - (v1.2.9-beta)
mateusviccari replied to UltraJohn's topic in KSP1 Mod Development
Did that, the culprit was actually "Hide empty tech tree nodes". Should have tried it before posting, sorry for that. Amazing mod by the way, revamping the interface was something that made the game even more enjoyable.- 219 replies
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- totm may 2023
- hud
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[WIP] [1.12.x] HUDReplacer - (v1.2.9-beta)
mateusviccari replied to UltraJohn's topic in KSP1 Mod Development
I'm seeing some missing buttons in the RP-1 tech tree, can this be the culprit (I'm using ZTheme)? EDIT - Not the culprit. It was actually "Hide empty tech tree nodes" which was causing the issue.- 219 replies
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- totm may 2023
- hud
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RP-1 Realistic Progression One for KSP 1.12.3
mateusviccari replied to pap1723's topic in KSP1 Mod Releases
Shame, I use this mod a lot for long burn times and to speed up reentry. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
mateusviccari replied to Theysen's topic in KSP1 Mod Releases
Can we have limited ignition time without TestFlight? I want to disable the random failures from TestFlight but keep the burn time limit.- 2,149 replies
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- realism overhaul
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Are there any mods that add probes with more storage space? I'm talking about some gigabytes. From what I could see, it looks like the biggest probe's capacity is just 1MB.
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Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines from the StockRealFuels configs (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical (apart from the available fuel mixtures): Stromboli: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/CryogenicEngines/cryoengine-stromboli-1.cfg Swivel: https://github.com/Bellabong/RealFuels-Stock/blob/master/GameData/RealFuels-Stock/Squad/liquidEngine2_Swivel.cfg
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Can anyone help me understand why some engines don't have available upgraded tech levels? Comparing two engines (The stromboli from CryoEngines and the stock Swivel) both start in tech level 2, are the same engine type (L+) but only the swivel has tech upgrades (TL2-7) while the stromboli gets clamped at TL2. Their config files are identical, apart from the fuel configs.
- 228 replies
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- stockalike
- configs
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[1.12+] Less Real Than Real(ism) - RP-1 With Less 'R' [v2.0.6]
mateusviccari replied to Pehvbot's topic in KSP1 Mod Releases
Perfectly compatible. KK has some bugs preventing you from launching on custom launch pads, when you use spaces or underlines on the base name. Keep to naming them only with alpha-numeric characters. Also, when you launch, use the vanilla launchsite switcher (the arrow bellow the green launch button). That's what I am doing and it's working (I don't have KCT installed) -
I want to find mods related to this tech tree.
mateusviccari replied to KOR_APUcard's topic in KSP1 Mods Discussions
My best guess would be near future spacecraft. -
RP-1 Realistic Progression One for KSP 1.12.3
mateusviccari replied to pap1723's topic in KSP1 Mod Releases
I guess it's from a mod called "janitor's closet", you can access it from a broom icon in the VAB. -
Yes, it's a game engine limitation and there is no mod afaik that "fixes" it. The only thing we have is the vanilla joint rigidity but even that is faulty, that's why we have to use the Kerbal Joint Reinforcement mod. Even in the realism overhaul mod you can put an entire Saturn V on top of a space shuttle orange super lightweight tank, or massive weights attached to the side of balloon tanks, and accelerate them to 10G with no worries. I guess we can only simulate realism up to a certain extent, and beyond that, we can only pretend (or live with the guilt, your choice).