Jump to content

SpaceJaM

Members
  • Posts

    20
  • Joined

  • Last visited

Everything posted by SpaceJaM

  1. I've always used it since ksp1, and still using now
  2. I've not started using mods yet, but I think I will soon. The quickload/quicksave trick works, even if sometimes the mothership with the remaining satellites start spinning like crazy shredding the remaining satellites to pieces (already patchet to 0.1.1 and yes, I have all the antennas). However, thank you for the detailed explanation of the math behind the resonant orbits
  3. I'm lazy and I use the online tool "resonant orbit calculator" But my satellites do not work because they lose commnet communication every time
  4. Hello, I'm trying to drop a constellation of satellites around Kerbin, from an unmanned mothership. The satellite has a RA-100 dish antenna, a couple of Commutron HG-5 (extended before decoupling) and a couple of Commutron 16-S, but it is always disconnected from the Commnet network, and I'm unable to control it. The mothership has only a couple of Commutron 16-S but I can control it without any problem. Am I missing something or is it a bug? Thank you in advance for any suggestion. [edit] I've already downloaded the 0.1.1.0 patch
  5. It's the multiverse! Another reality was sliding into your
  6. When loading workspace with some vessels I created, the vessels are under the floor and I've not yet fount a way to take them out. There is not more a root part and if I try to drag the crew cupola (the previous root part), it detach from everything else. And also all the other parts looks to be detached one from another... Has anyone encountered this bug and found a way to recover the vehicle?
  7. Why can't we do it by ourselves? Each one of us, when trying the game, will test the Kerbal X rocket (or wathever we'll have in the game) and then publish in a common thread his pc specs and obtained framerate. I wanna play with the 8800 GTX from my GPU collection! Or at least with the GTX 690.
  8. Colonies are the the thing I'm waiting for
  9. Makes sense Yes, it was the roadmap image for KSP2 with science step, interstellar step, resources step, multiplayer...
  10. I've seen an image on the web, some days ago, with the roadmap and dates written below every step. But I don't remember where I've seen it (probably in a video) and I don't know if it was pure speculation or based on something. By the way, the first update (science and tech tree) was dated in May 2023, and then the other updates spaced every 3-4 months. If anyone have seen it and remember more details or can confirm it was pure speculation is welcome...
  11. KSP is a 12 years old game and 1050 is a low-end 7 years old card. Should a new game still address obsolete low end hardware? Or should it take advantage of newest hardware and the latest technological solutions?
  12. Absolutely buying at day one, here it should be available from 3PM, as soon as I come back home from work. And I hope to start the first run after dinner if the download will be completed (with my 30Mb/s internet connection) I'm ready to fail harder
  13. Thank you Wowa, I got sunflares using your procedure. A little strange, because the sunflares from scatterer are marked as "conflict". Do other people have sunflares without the scatterer config? Abouty my other image: are my mountains ok? Do you think there is any issue with scatterer?
  14. Hello, I'm returning to KSP after some time and just installed Spectra to try it. I added Spectra to previously installed mods, after updating them through CKAN and removing Scatterer sunflare, Planetshine config and EVE config I have the problem of no sunflare. I also want to know if this is the expected aspect of mountains: they are blueish without a noticeable atmospheric scattering KSP version: 1.9.1 Mod list: Thank you
  15. Thank you! I did not notice this detail because I never cycled through ports close to station, I'll check for it before downloading the update. Some senior ports were docked at launch (some adaptors from senior to sandard on side docks for future expansion, and one end of each station part was docked to the launcher)
  16. Hello, I've noticed that, when the checkbox to ignore docked ports is checked, the standard size ports are correctly ignored, but the senior size ports are cycled in the target panel even if they are already docked. Thank you
  17. At the end I removed TextureReplacer, which was not used by any other mod, and installed DIRT, now the Nebula Skybox is correctly shown... I suppose there was some conflicts with the configs of TextureReplacer, Astronomer Visual Pack and Feline Utility Rover...
  18. Hello, I've just tried to install the Calm Nebula Skybox but I still see the default Astronomer Visual Pack one. I'm running KSP 1.8.1 with both expansions and some mods, all updated to the latest version. I add here the ones I think are relevant: Module Manager Texture Replacer (I think it is working on 1.8.1 because my kerbals have different hairstyles) Astronomer Visual Pack Feline Utility Rovers and the Calm Nebula Skybox I don't really know how patching system works but I think I've found something strange. In the Feline Utility Rovers folder there is the WindowShine.cfg file saying TextureReplacerReplaced { Folders { Default = WindowShine/Default/ } } and in the Calm Nebula folder there is the CalmNebula.cfg saying: @TextureReplacerReplaced:NEEDS[TextureReplacer] { %Folders { Default = PoodsSkyboxes/CalmNebula/TextureReplacer/Default/ EnvMap = PoodsSkyboxes/CalmNebula/TextureReplacer/EnvMap/ } } I've found this in my ModuleManager.configcache, but I think it is wrong UrlConfig { parentUrl = KerbetrotterLtd/FelineUtilityRover/Patches/WindowShine.cfg TextureReplacerReplaced { Folders { Default = WindowShine/Default/ Default = PoodsSkyboxes/CalmNebula/TextureReplacer/Default/ EnvMap = PoodsSkyboxes/CalmNebula/TextureReplacer/EnvMap/ } } } What do you think? It could be this the cause for not seeing the Nebula Skybox? Thank you.
×
×
  • Create New...