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Everything posted by kurgut
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Thanks ! This indeed solved stock tanks issue, great ! But I do still get this start warning about restock plus, iirc it's your patch in rational ressource companion, the part in question is named "restock-apu-radial-1".
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Hey, If I'd like every kerbal, of every level to repair a part, should I just delete those 2 lines in the configs ? PerksRequirementName = Engineer PerksRequirementValue = 1 Also about the "MaxServicingTemp = 400" found in settings.cfg : Does this define the part's max temp above which it will take durability losses ? Couldn't find the info on the wiki (or missed it ^^) Thanks
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EDIT : Sorry, I just noticed It was already reported, should've checked github issues before, my bad facepalm Console spam about some "missing icon texture", happening when there's an experiment available. Pretty it only happens when the mod is enabled on Blizzy's Toolbar It's weird because the texture was there when I checked in the said folder, but you'll find out better than me Here's pic&log : https://www.dropbox.com/s/yptzlw66q2u7u12/Player.log?dl=0 thank you
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
kurgut replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I noticed this warning spam, which I suspect might cause some lag in the editor, I'll attach KSP.log later Any idea about it ? https://www.dropbox.com/s/yptzlw66q2u7u12/Player.log?dl=0 Thanks for your help -
Hi, first of all, thanks for your awesome work on this mod So following the wiki as well as this recent post, you mention to remove "_stock" from GU/EVE, to allow other visual mods to function on stock planets (AVP in my case). However, I can't find such a folder/file/line inside GU/EVE folder, am I missing something ? Thanks for your help
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- planet
- kopernicus
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Hi ! I'm not sure it's the apropriate place to report this, so sory in advance if it's the case When using both B9PS and IFS which is usually no problem, but in top of that Rational Ressources Squad and Rational Ressources Companion, it throws errors when selecting a squad tank in VAB, it's still usable, but really impractical.. Also fatal error on ksp launch concerning restock plus radial monop fuel cell (patched by RRCompanion). Maybe a patch to consider (on which mod I don't know), or at least some kind of Ckan warning/mod thread warning on mod conflicts ? I'm guessing this is RR issue, but sorry again for my poor kerbal judgment if it's not the case ! Screen bellow, as well as ksp.log/mm log If you need to poke at them, cheers https://www.dropbox.com/s/yptzlw66q2u7u12/Player.log?dl=0 https://www.dropbox.com/s/lterynr0ott3nm6/ModuleManager.log?dl=0
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Solved, I edited my post. Using them both is pretty often seen, B9 supports plenty of other things, textures, IVA switch, etc, etc which IFS doesn't, and by default they can play together no prob. The problem wasn't related between, but by Rational ressource mod which added some pacth on top of that.
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Hey everyone, I'd like to come up with a kind off FINAL patch, so that all data transmitters consumme much less EC when transmiting science... I'm so used to Kerbalism/RP-1, and that just doesn't make sense to me that a small antenna requires that much ec... Anyway, that's my wish, but it's beyond my DIY abitlies with Module Manager, so I'm asking to the Kraken Goddess and the community ! Thanks for your help
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- module manager
- patch
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EDIT : SOLVED, I'm dumb, it was a sneaky patch by a part of rational ressource mod, my bad. Hi ! I'm not sure which mod is the culprit in my case, so I'm posting in both IFS and here, sory in advance : ) I'm having a serious warning each time I pull a stock tank in the VAB, like B9 and IFS are patching the same part, but not "cleanly" so that this message shoudn't pop up... bellow screenshot, and dropbox links with ksp.log, and MM log, https://www.dropbox.com/s/yptzlw66q2u7u12/Player.log?dl=0 https://www.dropbox.com/s/lterynr0ott3nm6/ModuleManager.log?dl=0 Thanks for your help
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
kurgut replied to FreeThinker's topic in KSP1 Mod Releases
EDIT : SOLVED, I'm dumb, it was a sneaky patch by a part of rational ressource mod, my bad. Hi ! I'm not sure which mod is the culprit in my case, so I'm posting in both B9PS and here, sory in advance : ) I'm having a serious warning each time I pull a stock tank in the VAB, like B9 and IFS are patching the same part, but not "cleanly" so that this message shoudn't pop up... bellow screenshot, and dropbox links with ksp.log, and MM log, https://www.dropbox.com/s/yptzlw66q2u7u12/Player.log?dl=0 https://www.dropbox.com/s/lterynr0ott3nm6/ModuleManager.log?dl=0 Thanks for your help- 1,187 replies
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- fuel switching
- mesh switching
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Hi, thanks for your work on this mod ! Would have any idea on why the PM window stays on the center of my screen, no matter what I do ? Thx
- 48 replies
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- gizmo
- precise node
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
kurgut replied to Gameslinx's topic in KSP1 Mod Releases
Hi, Can I delete the _scatter folder if I don't use terrain scatters ingame, thus to save space ? Thanks :)- 3,131 replies
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Absolute genius thank you so much... For all these years, I used to duplicate parts and rename them, like "mk1 comand pod_modern", and then tweak all the cfg paths to then have multiple parts in game, with different ivas, and now it's finally over, yepeeeeee !!
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- bluedog design bureau
- airplane plus
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
kurgut replied to Gameslinx's topic in KSP1 Mod Releases
Hi, Does the 1.12 version can run on older versions such as 1.11.2 ? Thanks ! EDit : NVM, just saw that it indeed could- 3,131 replies
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
kurgut replied to G'th's topic in KSP1 Mod Releases
@alberro+Could you share those configs you made ? That'd be very helpful ! Thanks :) Kurg -
[1.8.x 1.9.x 1.10.x, 1.11.x] PayToPlay - Maintenance Costs Money
kurgut replied to DarthPointer's topic in KSP1 Mod Releases
So could I do test bench, ie. keeping the vessel to a launch clamp and then recover it, or does it need to be in flight state ? Thanks again ! EDIT : tested, yes you can make test bench- 55 replies
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- maintenance cost
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[1.8.x 1.9.x 1.10.x, 1.11.x] PayToPlay - Maintenance Costs Money
kurgut replied to DarthPointer's topic in KSP1 Mod Releases
Hi, thanks for this mod ! I'm not sure to understand, do I need to recover an engine to actually gain data on it, or jsut flying is good ? Thanks !- 55 replies
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- maintenance cost
- reliability
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@Cavscout74 and @theJesuit thanks both for your answers, that's exactly what I needed ! And yes, TheJesuit, SimplexRessources would be good by even increasing the fuel mass the a more IRL-like model (RP1/lox is something like 1/2.5 IIRC). For the ISRU stuff I uses Kerbalism anyway, but I take note of it. Thanks again
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Hi, as the title suggests, I'd like to keep stock system as is, but patching all engines to decrease their performance, and thus allow more IRL-like rockets stages (ei. with more than 1 stage to orbit...). On what should I focus for that, increasing all engines masses for instance? If you have some idea about it, and also know some hint about how to achieve that with MM patches, help would be grealty apreciated ! Thanks ! Kurg
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Hi @MOARdV , I'm playing in JNSQ planet pack, and I tried to do a small patch similar to the one for GPP provided by MAS to apply to correct map of the home planet (in JNSQ it's still Kerbin, but the actual terrain/map is changed) to the MAS monitors. I tried to follow striclty the "template" from your GPP patch, made the map with the same file extension, size, and depth resolution as GPP and stock kerbin_map_sat but it doesn't work,as you can see below (IVA is from ulitmate shuttle IVA mod) : So here's the patch : @PROP[MAS_ASET_IMP]:NEEDS[JNSQ] { @MODEL { @texture = IMP_diffuse,ASET/ASET_Props/Instruments/ASET_IMP/IMP_diffuse @texture = map_Kerbin_sat,MOARdV/Patches/JNSQ/map_JNSQ_sat } } I must be missing something ! I could really appreciate your help, and in the end I first intented to propose you to include it in MAS release so users can enjoy it too. (but I'm dumb at github) So below you can find a link with the JNSQ folder I made, with the .cfg and the .png inside so you can poke around to see what I did wrong, and maybe add it to MAS ? https://drive.google.com/file/d/1wO_Q-qMJcCNcK1j5Mw9hMpuJb6U5Y4Zs/view?usp=sharing That would be awesome ! Thanks again for all your work ! Kurg
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- iva
- rasterpropmonitor
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Hi, I would like to reduce a bit the ship effect that sounds like the hull and the fuselage/structure is crackling. I find it happen a bit too much to my liking, also I would to lower the sound volume a bit. I'm not sure, but I think it happens when applying high g forces to the vessel. I looked through the config but I'm not confident in which settings to change.. Thank you !
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- sound replacement
- plugin
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