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Hohmannson
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Everything posted by Hohmannson
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Finally we have a rover that is kerbal enough, thank you!
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GU adds two simple fusion engines and some integration patches. And you can try B9HX Reconfig, too.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Hohmannson replied to Galileo's topic in KSP1 Mod Releases
GPP_Renamer in GPP Folder, you can delete it. Not sure if you need to start a new game or not.- 7,371 replies
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- gpp
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Hohmannson replied to Galileo's topic in KSP1 Mod Releases
It is ALCOR- 7,371 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Hohmannson replied to Angelo Kerman's topic in KSP1 Mod Releases
https://github.com/Angel-125/Pathfinder/tree/master/Pathfinder/Habitat Sadly, it`s in Pathfinder dll. Works fine mmpatched in any crew cabin of course. WBT and Pathfinder are enabling some complicated things(e.g. switchable storage, research kits for labs) and it was not that easy to kill all patches just to tutor my kerbals.- 3,523 replies
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- geoscience
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JNSQ-provided terrain scatters, they should be enabled in terrain settings of KSP
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- 1.8.x-1.12.x
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Hohmannson replied to Angelo Kerman's topic in KSP1 Mod Releases
Any chances for ClassConverter to be standalone? A great game-changer thing, especialy with USILS or Moar Kerbals(reproduction), but too much stuff is added alongside.- 3,523 replies
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And SENTINEL will stop revealing asteroids without contracts, too?
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Those are downscaled Ven Stock Revamp launch clamps with rigidified joints, EPL clamp module and no staging, and the ship is held by KIS-portable reconfigured RealScaleBooster`s launch clamp, which allows me to pin anything to ground. I am too dumb to make parts by myself, so had to improvise.
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http://taniwha.org/~bill/ExtraplanetaryLaunchpads_v6.6.2.zip This is a pretty uncommon way to distribute versions of mod, but we should forgive Tahiwha because only EPL can do this.
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About the asteroids. GEP adds two asteroid belts, i should UseStockAsteroidGenerator = false for them to work, right?
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It is not ready yet, they will release it on CKAN when all bugs will be fixed. The bleeding edge beta release with multistar support(very important for GU) is out just 50 minutes ago. You can go and test it to speed things up.
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https://github.com/R-T-B/kopernicus/releases
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Hohmannson replied to Nertea's topic in KSP1 Mod Releases
Near Future Launch Venicles + Tweakscale is the thing -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Hohmannson replied to RoverDude's topic in KSP1 Mod Releases
You can easily "fix" it by writing a patch btw. But it belongs to another topic. -
Something like that https://github.com/OhioBob/Grannus-Expansion-Pack/blob/master/OptionalMods/GEP_JNSQ/GameData/GEP_JNSQ/GEP_forJNSQ.cfg and a heavy testing.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Hohmannson replied to RoverDude's topic in KSP1 Mod Releases
KIS .pdf manual in the mod thread contains more, so you can ascend to in-situ construction master with it. -
On Scansat only - that moon is rocky an i think it`s sunken into mountains. I started a new game and same thing. And - the home planet is configured to remove Pyramids(and their mapdecal), and then i could see them. Even landed there. It was in the middle of ocean, definitely not meant to be there.
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[LOG 00:06:33]: Cave (UnityEngine.GameObject) [LOG 00:06:33]: >>> Components <<< [LOG 00:06:33]: Cave (UnityEngine.Transform) [LOG 00:06:33]: Cave (PQSCity) [LOG 00:06:33]: >>> ---------- <<< [LOG 00:06:33]: Big Cave (UnityEngine.GameObject) [LOG 00:06:33]: >>> Components <<< [LOG 00:06:33]: Big Cave (UnityEngine.Transform) [LOG 00:06:33]: Big Cave (UnityEngine.MeshFilter) [LOG 00:06:33]: Big Cave (UnityEngine.MeshRenderer) [LOG 00:06:33]: Big Cave (UnityEngine.MeshCollider) [LOG 00:06:33]: >>> ---------- <<< [LOG 00:06:33]: Randolith (UnityEngine.GameObject) [LOG 00:06:33]: >>> Components <<< [LOG 00:06:33]: Randolith (UnityEngine.Transform) [LOG 00:06:33]: Randolith (PQSCity) [LOG 00:06:33]: Randolith (PrefabSpawner) [LOG 00:06:33]: >>> ---------- <<< [LOG 00:06:33]: monolith01 (UnityEngine.GameObject) [LOG 00:06:33]: >>> Components <<< [LOG 00:06:33]: monolith01 (UnityEngine.Transform) [LOG 00:06:33]: monolith01 (UnityEngine.MeshFilter) [LOG 00:06:33]: monolith01 (UnityEngine.MeshRenderer) [LOG 00:06:33]: monolith01 (UnityEngine.Animation) [LOG 00:06:33]: monolith01 (UnityEngine.MeshCollider) [LOG 00:06:33]: >>> ---------- <<<
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- 1.8.x-1.12.x
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I started a new save. After Kerbin. Similar to BH, most of its bodies are Removeallpqsmods=true, but sadly i see Tylo cave on Tylo-templated bodies in logs and on Scansat.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Hohmannson replied to RoverDude's topic in KSP1 Mod Releases
Try pressing R to change node while grabbing and choose the bottom one -
Is it necessary to clean Kopernicus cache and start a new game to check it? If not - i see them on UBE-10. UPD: Anomalies not fixed, warning is fixed.
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[1.8-1.11.x] Beamed Power Standalone (and Propulsion), v1.1.0
Hohmannson replied to Aniruddh's topic in KSP1 Mod Development
Beamed Logistics? Sounds great!