![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
OrbitalManeuvers
Members-
Posts
1,610 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by OrbitalManeuvers
-
I haven't tried BforA yet, but I can tell you that in std Blender 3 and maybe a few versions before that, it's been made really simple (I remember it being very complex just to show a freakin texture in the viewport). I can tell you the Blender route, and maybe some of it will apply. For Blender 3, when you have the ability to change the material's name, you're in the right place. In the options below the name, find Surface, which has a Base Color property. Next to the words "Base color" is a little colored dot that doesn't look clickable but it is. Click that and select "Image Texture" then click Open. Now the texture is assigned to your material. In the viewport window, switch to material preview. I am the farthest thing from an expert in Blender, but two weeks ago I bit the bullet and did my best to learn how to make a part from scratch, from Blender and PS to Unity to KSP, so a bunch of these nits are still kinda fresh. Hope that helps even a little, and thanks for working on mods for the rest of us!
- 91 replies
-
- gerry anderson
- buggy
-
(and 2 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
It has certainly been asked before in my head but I haven't seen it mentioned on the forums. The interesting thing about the KSP solar system being on rails is that if someone were able to find a launch date and solution for a multi-planet flyby, it would be repeatable and anyone could have the same opportunity. I dove in head first to this question and attempted to use ksptot. I got it installed, and seemingly was able to give it the KSRSS orbital data it needed, but alas, was too smooth brained to get anything done with it. Despite the username, the terminology and overall problem space knowledge needed to use that tool was beyond me. Since I tried that, I've seen a couple other planning tools crop up, so maybe one of the more simplified ones would be enough, but I'm not sure if they're able to do other planet packs. Or maybe as a community we could bribe the KSPTOT author into installing KSRSS and looking for some interesting solutions for us- 1,971 replies
-
- 2
-
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
OrbitalManeuvers replied to Paul Kingtiger's topic in KSP1 Mod Releases
huh, ok. guess i misunderstood. I thought you said you wanted to place USI parts on top of other parts, building upwards. So did you figure out what you wanted to do or is something still wonky? It's working for me building either direction.- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
All I know about this one is that it can happen in stock and other planet packs too. I'm using Eve 1.11.5.1, and scatterer 0.772.0.0. KSRSS has its own configs for this, so I gotta think it's either eve or scatterer, tbh it's incredibly confusing to me which does what.- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
The normal one requires magic, which I have highlighted for you in pink. Which can be solved using a second part: I prefer the single part and the separation motors over magic or two parts. Ahhh yes THIS is what I was looking for. I've probably looked past that fairing a hundred times by now - forgot that it has the D4 Comp LONG in the B9 switches. Great idea, thanks! edit: well, it's not perfect ... there's some z fighting which I can fix, but it clips the Centaur bell into the top of the DHSS tank. womp.
-
Hello if may I ask for a moment of assistance ... I am using the new Centaur truss adapter as shown below on the Delta. It does fit within the fairing, but it feels a little awkward, so I thought I'd bare my soul and let someone tell me if there's a better way to assemble this? I'm using the Delta IV Composite Long on the 3.125m SAF. Thanks!
-
Ballisticfox's Vintage TUFX Config
OrbitalManeuvers replied to ballisticfox0's topic in KSP1 Mod Releases
I really like how apollo8 and vintage look on my system, they're both fantastic. thanks for sharing these! -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
ooh congrats! what was the secret sauce?- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Welcome to the forums! Bummer that this frustration was part of your introduction, nobody likes that. But there's also good news, perhaps not really obvious from your point of view, but you're a beginner and you a) found the forums and made and account, b) found a mod that addressed something you wanted to address, c) actually installed the mod correctly and then reaped the subsequent fame and fortune! Usually these things come later down the line, so you're already way ahead of the curve. Hang in there. KSP is so worth it once you wrangle it into how you want it.
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
I don't anticipate 0.6 giving you better results, maybe different, but even the devs have said 0.7 for 1.12 From your mod list, these are the ones I a) don't recognize, and b) can't work out if they're parts only from just the name: jnh, kerbalhacks, kopernicusexpansion (wut), KeridianDynamics, letech, ModuleRCSFX, reposofttech, sandcastle,reposofttech "Plugins" - this folder can't be right. This isn't a mod name. TURD looks like a cfg file? If so it seems odd that it's right there, but could also be perfectly fine. So I'm no expert. I just look over your folder list for things that look different than what I'm used to seeing.- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
OrbitalManeuvers replied to Paul Kingtiger's topic in KSP1 Mod Releases
The core isn't designed to attach to another part, it's designed to attach inside the fairing, so you just place the fairing first and then the core. Unless I'm missing something like usual.- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
so that bankrupts my idea vault. a quick trip through this thread will show i've had difficulties of my own. still 100% worth it for me, but i don't have this issue. I guess in your position, I would see if adding eve+scatterer actually fixes anything. Another thing I would try separately or maybe first idk - would be to install SigmaDimensions so that the 2.5 configs kick in, and see if something about the scaling changes how it works. idk if you're interesting in that scale. aside from these pretty lame ideas I'm stumped.- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
yeah totally agree. now that you know that ksrss can load everything correctly, the list of mods that could be conflicting has to be really small, even though you have a billion mods. Interfering with the solar system isn't something a parts mod or most QoL mods are gonna do, so it's gotta be something somewhat solar system-related. a couple other things i noticed ... do you need to be on 1.12.0? I don't think anything you're experiencing here is directly tied to that, just wondering. Also your MM version is old, and that one you should probably update to 4.2.1. I can't see anything related to that weird shadowing. But, I also don't know how to tell the Kopernicus build from log files. There's a .version file in the Kopernicus/Plugins folder. If you're not on the latest build there, that's a pretty easy one to update.- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
ooh some changes! Do you have the log file from the install that created that screenshot?- 1,971 replies
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
sorry, one more thought on this not terribly important topic: engineIgnitors has a part that refills 8 ignitions, if you have an engineer. this seems like a perfectly reasonable solution if someone was reusing hardware designed for other missions. so whatever you come up with, including nothing, will work fine
-
Things that make you go "hmmm." So, not doubting what you're saying here, but I can say for sure that ToolbarController is not a direct conflict with this mod, as I have both. TBC is required by soooo many other mods, you probably want it, too. If removing it fixed something with this mod, then there must be some cascading issue that resulted in a fix, but removing TBC shouldn't *be* the actual fix. When you had TBC, did you also have ClickThroughBlocker? If you didn't, then that will cause untold havok. Or worse
-
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
ooh one other thing I didn't see on reddit - you shouldn't have a BoulderCo folder at all. BoulderCo are the "default" Eve/scatterer configs to use for stock when there are no specific configs for your system. But KSRSS comes with its own configs. That's not gonna fix everything but it's a good step. edit: after looking closely at your mod list, and finally getting my jaw off the floor, i'm guessing that your startup times are like 15-20 mins? You're gonna hate restarting a bunch. Here's what I would do for the KSRSS issue with missing planets: I'd make a new copy of KSP and only put Kopernicus, its dependency and KSRSS. It'll start up super fast and you can make sure that your copy of KSRSS isn't somehow borked. Otherwise the only other explanation for missing planets I can think of is not zooming out far enough in the tracking station, since you did mention the farthest 3- 1,971 replies
-
- 1
-
-
- totm mar 2022
- rss
-
(and 3 more)
Tagged with:
-
Contract Pack - History of Spaceflight - V1.0
OrbitalManeuvers replied to Morphisor's topic in KSP1 Mod Releases
Wait, you're on stock solar system, right? This doesn't seem possible from an equatorial launch site, which is I guess what you've been saying- 267 replies
-
re: LEM-DPS engine and engine ignitions I understand the role of the SPS switch is primarily for the VFB scenario, and so 3 ignitions makes perfect sense. I was hoping to plead a case for a more generalized usage of that engine in the SPS role. The Kane SPS has 50 ignitions. I'm guessing that ignitions can't be adjusted based on the B9 switch, so I don't have a great suggestion other than just increasing the number a little? Like for an orbital rendezvous and docking scenario I wouldn't want less than 5. Anyway, this is an easy custom patch I can do locally, but since we're in development time I thought I'd throw in a suggestion.
-
Hiya - just wondering if you ever got far enough to release something into the wild? Also - am wondering if anyone else is seeing this too: the solar panels only generate EC when they are edge-on to the sun. Neither the front nor the back produce any EC?