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Everything posted by KingKerb
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Main menu buttons don't work
KingKerb posted a topic in KSP1 Technical Support (PC, modded installs)
The Main Menu buttons aren't working. When I mouse over them they light up, but clicking them does nothing. I have already tried re-installing, but it still isn't working. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
Is there any ore on Gateway's surface scatter? If so, could It be mined by a small drill. Also, is there any land on gateway that isn't like the surface scatter?- 1,647 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
It works, but the space center is flooding in the space center view. And EVE clouds aren't appearing. And the sunflares for Destiny and Fate are covering up the screen whenever I turn the camera in their direction or focus on them, including in-flight view, and Kerbol's sunflare covers up the view in the tracking station whenever I focus on it or look in it's direction. On a side note, how much ΔV is required for an SSTO from Gateway's surface to Proxim's Surface?- 1,647 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
That must be the problem. Trying it now.- 1,647 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
https://github.com/KingKerb/ksp-log/releases/tag/0.0- 1,647 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
The planets are not loading. The main menu screen has a message that says "Kopernicus was not able to load the custom planetary system due to an exception in the loading process. Loading your saved game is NOT recommended, because the missing planets could corrupt it and delete your progress." The mod worked before, it only stopped working when I updated to 1.8.1.- 1,647 replies
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Just wondering, is there any way to make it so that intake air can be drained again?
- 93 replies
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I usually use a powerful core with 2-6 moderately powerful Liquid Fuel boosters, mainly because they provide some extra ΔV. Otherwise, i'd probably just use a core stage.
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My texture is not loading in scaled space. Here is my config: @Kopernicus:AFTER[KOPERNICUS] { mainMenuBody = Nok Body { name = Nok Template { name = Eeloo removeAllPQSMods = true } Properties { despcription = Nok is a frozen planet at the edge of the Kerbol System. The scientist who discovered it beleived it was a snowball being thrown at him and promptly hid behind a desk. As a result of this incident, the astronomical community has voted to sentence Nok to 100 years in prison, although no arrest has yet been made. radius = 190000 geeASL = 0.20 rotationPeriod = 45000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 2500 5000 20000 20000 50000 150000 500000 ScienceValues { landedDataValue = 7 splashedDataValue = 1 flyingLowDataValue = 6 flyingHighDataValue = 5 inSpaceLowDataValue = 5 inSpaceHighDataValue = 3 recoveryValue = 9 flyingAltitudeThreshold = 5000 spaceAltitudeThreshhold = 200000 } } Orbit { referenceBody = Sun color = 1,1,1,0.5 inclination = 9.72 eccentricity = 0.19 semiMajorAxis = 200000000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = Nok/PluginData/NokColor.dds normals = Nok/PluginData/NokNormal.dds shininess = 0 specular = 0.0,0.0,0.0,1.0 } } PQS { Mods { VertexHeightMap { map = Nok/PluginData/NokHeight.dds offset = 100 deformity = 500 scaleDeformityByRadius = false order = 20 enabled = true } VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } } }
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KingKerb replied to Gameslinx's topic in KSP1 Mod Releases
I had an idea for a planet that I was wondering if it could be implemented: a small moon (Less than 10k) orbiting inside Tribute's rings with lot's of tall mountains and caves (if possible). I'm also wondering if the outpost mentioned in the description for Verna could be added as a launchsite with kerbal konstructs.- 1,647 replies
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How do I set this as my homeworld for interstellar consortium
- 97 replies
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- kopernicus
- star system
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(and 3 more)
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
KingKerb replied to Theysen's topic in KSP1 Mod Releases
Nevermind, I fixed the problem- 2,213 replies
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- realism overhaul
- ro
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(and 1 more)
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
KingKerb replied to Theysen's topic in KSP1 Mod Releases
Can I use RO without realchute? No parachutes are appearing in the parts list and it seems like realchute might be causing the problem.- 2,213 replies
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- realism overhaul
- ro
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How to get to Venus in RSS
KingKerb replied to KingKerb's topic in KSP1 Gameplay Questions and Tutorials
I have not yet gone interplanetary, nor am I planning on landing. My main problems are the inclination difference and transfer window. When is the first Window to Venus? -
I'm trying to send an unmanned probe to Venus orbit in RSS. I'm using Hangar Extender, SMURFF, Kerbal Atomics, and Stockalike Station Parts Redux, but besides that I'm not using any mods.
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Try to get the most science possible out of the seismometer added in with breaking ground.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
KingKerb replied to Theysen's topic in KSP1 Mod Releases
No rocket engines are loading in the VAB and the parachutes don't have any staging for them. . I installed realism overhaul and its dependencies, uninstalled SMURFF, and started a new savegame, but it still isn't working. What am I doing wrong? I think I know how to solve the parachute problem, but will ro work without realchute?- 2,213 replies
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- realism overhaul
- ro
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
KingKerb replied to Theysen's topic in KSP1 Mod Releases
Ok, I was expecting it to not be compatible with SMURFF, but I wasn't sure.- 2,213 replies
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- realism overhaul
- ro
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
KingKerb replied to Theysen's topic in KSP1 Mod Releases
Can you install this in the middle of a savegame, and is this compatible with SMURFF?- 2,213 replies
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- realism overhaul
- ro
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[deleted]
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Thanks
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I'm trying to make a planet mod but I don't know how to make planets. What are some good tutorials on how to make a Kopernicus planet?