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Everything posted by serialblack
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I am having the same issue...thought maybe I had done something wrong, but I haven't been able to work out what the issue is...
- 42 replies
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- realismoverhaul
- realsolarsy
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I meant that I am to remove the EVO folder altogether, and use your mod in its place, that's what it seems I should do by what you've said anyways, I was just making sure there's nothing else that may cause issues with switching over from EVO
- 42 replies
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- realismoverhaul
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just wanting to clarify, if I am currently using Luci's EVO, and wanted to try this out, I assume that I would just remove the EVO and the TUFX stuff that's currently in the gamedata folder, and replace it with KS3P and the contents of the zip from your mod instead? Also, what are your reasons behind using KS3P over TUFX anyways? Not judging, just curious, since the later seems more up to date and newer in general......
- 42 replies
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- realismoverhaul
- realsolarsy
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...posted in wrong spot message deleted
- 323 replies
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- scatterer
- environmentalvisualenhancements
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Ya I don't think they do, since no matter which rail I tried, it just didn't seem to attach. If I get a change I will certainly look into a patch, although I am not the greatest when it comes to modding, that seems simple enough, otherwise if you plan on adding it anyways, I will just keep an eye out. Thanks for all your help and for a great mod.
- 2,291 replies
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- launch pad
- saturn
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So using the proc fuel tanks for RO probably won't work right?
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- launch pad
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I don't know if I am missing something, I followed all instruction for installation to the letter. New career, building a basic sounding rocket and trying to use the small launch rail, as shown in the diagram, and found a youtube video detailing how to assemble everything. When I try to attach the rocket, there is no node in which to place it anywhere on the rail. This is with ksp 1.10. Edit: I am also running RSS/RO ....and saw that "I am on my own" in regards to issues....however a node issue wouldn't be caused by that, would it?
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[1.12] B9 Procedural Wings Fork, Modified
serialblack replied to linuxgurugamer's topic in KSP1 Mod Releases
great thank you -
[1.12] B9 Procedural Wings Fork, Modified
serialblack replied to linuxgurugamer's topic in KSP1 Mod Releases
will this one have the TU functionality at all? -
[1.8.1/1.10.1] Katniss's Cape Canaveral - RSS
serialblack replied to Katniss218's topic in KSP1 Mod Releases
ya I can't seem to get KK menu to come up with control K at all....I can click the icon now, and even select which pad, but at least within the simulations it always appears at the normal ksp center. should I download KK again then? -
[1.8.1/1.10.1] Katniss's Cape Canaveral - RSS
serialblack replied to Katniss218's topic in KSP1 Mod Releases
I have also noticed I cannot switch to anything but the "stock" landing strip or launch pad, and the control K menu doesn't seem to function nor do I get options within KCT menu to utilize the other sites....any suggestions on what it could be? -
[1.8.1/1.10.1] Katniss's Cape Canaveral - RSS
serialblack replied to Katniss218's topic in KSP1 Mod Releases
as ItsJustLuci reported, I have done the same and no longer start underground or horribly offset to the VAB so that I need to scroll forever every scene change. -
[1.12.x] Textures Unlimited Recolour Depot
serialblack replied to Manwith Noname's topic in KSP1 Mod Development
I hate to ask....I tried to do this on my own, but I am clueless when it comes to this stuff.....is there ANY chance at getting configs for SXT stuff? -
only thing that would be make this better would be to choose the colors on the parts....don't suppose that's somewhere down the rabbit hole is it?
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Hey love the this mod, but I do have a question/request if at all possible......how time consuming/difficult would it be to make some RO/RP-1 configs for this? or even era specific mission....more a thought than anything. Just think this would add an amazing new twist to the realism suite, and seeing that the military was/is technically involved in all of it anyways, kinda makes sense, no? Either way, if its possible, I would definitely be on board with it.
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[1.12.x] Textures Unlimited Recolour Depot
serialblack replied to Manwith Noname's topic in KSP1 Mod Development
If i wanted to make certain mods recolourable, is that something an average person can do? I was reading that it can take a looooong time, 5+ hours per, depending on various things, but generally can an average person use a template style setup, and copy/paste and modify to suit each part? -
[1.4.0 - 1.6.x] CollisionFX-Updated [0.8.3.1]
serialblack replied to Grigetio's topic in KSP1 Mod Releases
has anyone found a workaround or a fix for the lag issues? Kinda hard to fly at 4-5 fpm lol -
I was just wondering if there are any future plans to make use of all the newer kopernicus expansion elements to bring even more realism to the system?
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It is the sunflares, I guess I forgot the post that. If you keep with the stock scatterer, everything is fine, however if you use one of those kabrams sunflare packs it really messses things up. I actually had my install of RSS/RO RP1 running 1.7.3 for a bit....but I think i messed around with it too much and eventually it crashed. Now i just have issues just getting 1.6.1 to work.
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Couldn't hurt, if you wouldn't mind? I'm sure I could handle it, but having something to actually "look" at is always beneficial EDIT: Okay I got it going, and yes it was easy enough, but for some reason the sun looks like a gigantic blue orb....kinda reminds me of a picture of a super nova.....any thoughts on why this happened?