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Posts posted by Cruesoe
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2 hours ago, Galland1998 said:
I know the mod hasn't been updated for 1.8.1 but I was kinda hopeful based on what some folks were saying in earlier postings. In my 1.8.1 load, you can turn on the GUI, the launch button would show briefly and then quickly disappear. Very strange. If you are quick and click on the launch button before it goes away the launch goes as programmed. Though that being said you don't really have time to take it off of the default settings. I'll have to try on a clean install to see if there might be some strange interactions with the mods that I am running.
Well I did some more testing on a clean 1.8.1 install and the mod seems to work. Now the fun part of trying to figure out which mod, of some 120 or so, is causing a conflict.
I had this issue and had to uninstall world stabilizer or whatever it was called
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1 hour ago, Kroslev Kerman said:
does it work on 1.8?
Please go back and read some of the posts before yours.
No, this does not work on 1.8.x
An update is in progress. Korpernicus is always version locked. The forum post title will be updated to 1.8 when released I'm sure.
Either play on 1.7.3 or wait.
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4 minutes ago, HansAcker said:
I noticed I docked a lander with a Communotron 16-S to a station and saw the data rate drop dramatically. There's no way to disable a non-retractable antenna, right?
On another mission, I sent a relay carrier (3x3 RA-2) along with some science experiments. The data rate was no problem. The power drain of 9 antennas was. I eventually disabled all but one data transmitter module in persistent.sfs
I think combining antennas increases range but not data rate.
@Sir Mortimer Can confirm I'm sure.
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2 minutes ago, Gotmachine said:
Dynamic Battery Storage ISN'T a dependency of anything (neither Near Future Electrical nor CryoTanks/CryoEngines), despite the CKAN metadata saying so.
So is Near Future Electrical, Solar and Construction Kerbalism compatible?
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1 hour ago, flart said:
feature request:
A timer somewhere in the corner of the loading screen as addition to the quickstart.
It is not relate to the main feature of the mod, but the mod already have some GUI on the loading screen, so it's nice place for that feature.A timer for what? Counting up or counting down? Why do you need this?
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26 minutes ago, Azalen said:
does this work in 1.8.1?
Seems to work fine for me but I suggest you just try it and find out.
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1 hour ago, Bobomir said:
I have just a Mk1 Command pod... nothing else... And the electricity drains in cca 20 sec... no other mods.
Let us know what version of KSP and Kerbalism you're using and post your log.
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2 hours ago, Bobomir said:
Help please. How to reduce electricity drain?
Reduce the number of electrical devices on your vessel?
Everything uses power, only take what you need.
The science experiments draw different power depending on the experiment so don't expect to be able to load up a vessel with every single one. Only take what you can manage. Use the planner to see your expected usage.
It's all part of the challenge.
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[snip]
You can see from the GitHub that it is being worked on.
Let's just all agree that it will be out when it's out and we shall all thank the modders with wine and beer.
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1 hour ago, PyjackMeat said:
Has this died?
No. Not at all. Far from it. How can you think that? It's only been days since the last patch update to 1.8.1.
Modders have lives etc etc.
Dead? No it's not dead.
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1 hour ago, TonedMite133805 said:
How many launches does it usually take for a small to medium sized early career rocket to reliably make orbit?
5 doesn't seem to be enough.
Something's wrong in your design if it's not making orbit after 5 tries.
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8 hours ago, Director Kerman said:
Will there be an update for this for 1.8.0
Highly unlikely I imagine. RSS has always stayed one version behind the main release.
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21 minutes ago, SpinkAkron said:
Should work just fine. Give it a go and let me know if there's any issues.
I use Hide Empty nodes with this and it appears to work fine. I know others that do as well without issue.
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2 hours ago, flart said:
I believe the was an issue in the first release of EVE for 1.8, have you got the very latest EVE?
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1 hour ago, aluc24 said:
Is there any way to modify that for an existing savegame? What do I need to modify in the sfs file?
Just press escape and adjust the options in your game. They will take effect for every new vessel from that point I think.
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39 minutes ago, aluc24 said:
@Sir Mortimer, could you please tell me how do I enable/disable the default Messages for new craft? I mean the messages like battery, supply, signal, etc. Most of the time these warnings are not necessary, and are a quite annoying as they stop the time warp, forcing me to disable each on on each craft individually. Also, when two vessels undock, they do not retain their message configuration, and so I have to disable everything I don't need yet again. I believe I saw this option somewhere, but I can't find it now. Could you please tell me how to do that?
It's in the Kerbalism options on the KSP difficulty setting pages.
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14 hours ago, Louis93 said:
sorry to sound like a broken record on repeat, but i've deleted all my mods and reinstalled them using CKAN instead.. I now have clouds but something just doesn't seem quite right, the colours are off, certain parts of the sea glitch out with big squares and the dark side of the planet isn't so dark and the clouds are black.. Sorry i'm far from being the smartest tool in the box and am having trouble describing the issue, here is a picture for reference
https://steamcommunity.com/sharedfiles/filedetails/?id=1899543386
Are all your mods, specifically Scatterer and EVE, the 1.7.3 compatible versions and not 1.8 versions?
Also check out the 'How to get support' forum thread. Mod lists and Log files will be needed if you want help.
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11 hours ago, oJelly said:
What do you mean by recompiled as I think you have misunderstood here.
This mod is not updated yet to 1.8 and does not work with 1.8
I'm sure it will be updated soon.
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53 minutes ago, Zedwardson said:
quick question,
I am playing with 1.8, can I use the dev build or is it still really only for 1.7.xI use the latest Dev build on 1.8.
It's updated for 1.8 and will work fine.
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Very pleased to add this in to my 1.8 l collection.
One small request though... I like to increase the hours required to get Veteran status to double the default but it's really tricky to do as the scale of the slider in settings is massive.
I edit the save in the end to get what I want.
Is it possible to lower the scale of the settings bar to make smaller increases easier? I can't remember the maximum but I'm sure it was 1000's of hours.
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Why don't you look into monthly budgets. Contracts reward Reputation which increases the money you get paid each month. I only do a few contracts to increase Rep that month and then fly what I want the rest of the time.
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CKAN still lists the maximum version as 1.4.5.
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I didn't know I needed this until now.
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Doesn't JNSQ scale make reentry tough enough? I always use up all my ablator and have lost a vessel when I was careful.
I'm guessing increased speed of re-entry increases atmospheric pressure and therefore heat..
[1.5.0 <-> 1.8.1] Kerbalism v3.2
in KSP1 Mod Releases
Posted
I have personally halved the sliders in the options and always use high quality engines now money isn't a problem. I felt they occurred a little to often. It felt like an engine failure was likely to happen on every mission and the surprise was when it didn't rather than when it did.