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KSP2 Release Notes
Everything posted by Wowa Ilyich
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Same problem. Game version 0.1.2 - Tried an Appollo style mission to Mun - landed successfully with the lander - after staging the ascent stage, no orbital trajectory is displayed (it shows an AP + PE readout and orbital velocity on the navball, but no map controls, no rendezvous markers) - switching away from the vessel and back to the vessel resets it's orbital velocity to ZERO
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Hello @jbarry39 - I think I still have the original craft files saved somewhere. Send me a direct message and a place to upload to and I'll send you what I have. It is so sad to see the catalogue go and lose all the fantastic posters that @Raptor9 provided to the community. It really gave me a lot of inspiration and I wish I knew how to do the fantastic shenanigans he made with fairings, building awesome replicas of real life stations and spacecraft.
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The best stable mod package: One Stop Shop?
Wowa Ilyich replied to Socraticat's topic in KSP1 Mods Discussions
Thanks Gotmachine for your insights. I stopped playing KSP1 because there is now way in hell I could enjoy a non-Kerbalism experience. Yet, as you mention, Kerbalism is not complete and as a player unfamiliar with modding, trying to figure out the various incompatibilities became a major frustration for me. For me, Kerbalism is what the stock game should deliver: What is the point in a space simulator that doesn't factor in life support? The science system and the automation functionality is GREAT. I really hope that KSP2 will integrate the Kerbalism experience in the future or that the modding community will be able to make a KSP2 Kerbalism truly great. -
Happy to oblige, let me know per DM how to get the file to you
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Thanks for your response. I would never touch sliders that I do not understand, so I did not touch the max physics delta-time. So has this bug been introduced in 1.12.x ? That would explain why King of Nowhere could assemble the insane vessels for his Kerbalism grand tour where I fail at even keeping a Hitchiker + Lab from misaligning themselves upon loading a vessel ... ?
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Maybe I was on the wrong track all along. There appears to be a bug with docking ports in 1.12.2 that makes any physical stress on a vessel (including bending and such) permanent and that gets exascerbated every time a vessel is loaded. So, the crumbling of vessels may be a result of that bug only exaggerated by autostruts. Could autostruts be the symptom, not the disease? All I really want is to have a stable Kerbalism build in 1.12.2 that I can build a career upon, sigh ....
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Well, I am not an expert. BUT. I just created a clean install with all the mods except Kerbalism and built a station around a docking node cube with regular docking ports and applied ample autostruts, uneven mass distribution, a big engine and tested it. The thing became wobbly under thrust and RCS went haywire - but I applied "autostrut heaviest" to the parts in the "tentacles" of the station and it became rock solid. Loading into the station, no problem. With Kerbalism - a single "autostruct to grandparent" will morph the parts into each other - even if it is something like a hitchhiker and a lab - they will become misaligned and torn upon loading...
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Speaking of big projects and Kerbalism .... I continually fail to build even a smallish space station in Kerbin orbit. Anytime I use autostruts (even just "autostrut to grandparent" on anything, the entire station gets warped and crumbled upon loading it. Which leaves me not using any autostruts at all and the station as a wobbly mess that goes crazy anytime I even TRY to turn RCS on. I have heard rumors that the autostrut-crumble-of-death may be a thing related to Kerbalism. Is this true? If not - what would be the way to get a station with modules connected by normal docking ports not wobbly as hell?
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[1.12.5] Restock - Revamping KSP's art (August 28)
Wowa Ilyich replied to Nertea's topic in KSP1 Mod Releases
Dear Nertea and team, dear fellow Kerbonauts, first of all: the reflections of the Stayputnik work for me (not super shiny but more reflective than the pictures above). I am also super thankful for the Gigantor fix! Now, here is my question: I have experienced rapid uncontrolled diassembly of my small Space Station in orbit around Kerbin that was created with Restock and Restock+ parts. Apparently, both "Autostrut = Grandparent" and "Autostrut = Heaviest" lead to the vessel becoming completely bent or parts exploding outright when loading the vessel. Is it possible that Restock does not handle autostruts well because autostrut nodes are not properly aligned? I managed to "fix" my problem by editing the save file and setting all Autostrut entries in the save file to "= Off" before loading the vessel again. Not sure if this is a base game issue or an issue introduced by Restock parts since I never play KSP without Restock anyway - but I am scared to build anything larger now as the eye of the Kraken is upon me.... Thanks for your feedback and fly safe Mods installed: Restock Restock+ Scansat Kerbalism Astronomer's Visual Pack Chatterer Mechjeb Kerbal Engineer Trajectories -
Hey Joe, the new version of the CKAN installer appears to work. I have one small nitpick about what I can only guess is the @blackrack scatterer config: 1) the mountains really look very washed out - for example when looking North from KSP (this was mentioned by another guy a couple posts up, as well. 2) there are mountains with a faulty scatterer effect when looking at Kerbin in orbit - screenshot here: https://imgur.com/a/LtqamU1 Game version 1.9.1 with the latest CKAN installs of scatterer, E.V.E. and Spectra 1.25 - can you have a look at it? Cheers P.S. Duna looks like this for me in this fresh install: https://imgur.com/a/0rME8a2
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Wowa Ilyich replied to Paul Kingtiger's topic in KSP1 Mod Releases
To be frank, I am quite happy with what the mod provides right now (planning to do a manual install of the beta, can't wait for the new release .... ). If you guys can iron out all the small bugs and make US2 fully compatible with the life support mods that are out there - what more is there to ask for? Profile adapters as in 1.25m - 2.5m adapter cones? Cheers, Wowa- 1,553 replies
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
Wowa Ilyich replied to nightingale's topic in KSP1 Mod Releases
Hello Roy, the Kerbalism FAQ explicitly states that Field Research is not compatible because the entire science system gets changed by that mod. For that reason, this mod and the stock "collect a Mun stone" contracts do not work when Kerbalism is installed. Cheers, Wowa- 469 replies
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Indeed, I have never used Kopernicus before and try my best to keep the game as light as possible while adding the essential visuals. My screenshot is Stock 1.9.1 with the textures set to max. Could you or anyone post a screenshot of Spectra with Kopernicus terrain textures for reference? I can live with the 1.9.1 stock terrain, but maybe I have not seen the light yet? Cheers, Wowa
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Hey SpaceJam, I am glad the solution works! (Please take note @Avera9eJoe ) I am not sure what the Mountains are supposed to look like - here is what they look like for me in a fresh 1.9.1 install with Spectra only: https://imgur.com/a/faF1aYp To be honest, I can accept the washed out look of the mountain range if that means that I get the rest of the beauty that Spectra provides. Someone else will have to comment on the looks and quality of the mountains and what needs to be tweaked to get a more realistic look. Cheers, Wowa
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Hello SpaceJaM - please refer to my posts just above yours and try the following: 1. Install scatterer and the scatterer sunflare through CKAN 2. Go to /gamedata in your KSP directory and make a copy of the scatterer folder 3. Remove scatterer and sunflare from CKAN, install Spectra 4. After Spectra is installed, put the copy of the scatterer folder back into the /gamedata folder, overwrite if prompted. This should work, please let us know your results. Cheers, Wowa
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From comparing the screenshot on the front page with my sunflare, I am 90% sure it is your sunflare that I am seeing (brigther than the standard scatterer one). I uploaded a screenshot to: https://imgur.com/iNH3n43 . If the flare is the correct one, it could be an easy fix to remove the "spectra has a conflict with scatterer sunflare" component in CKAN, let scatterer install with its sunflare and then install Spectra on top....?
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Wowa Ilyich replied to Paul Kingtiger's topic in KSP1 Mod Releases
Can't wait to see this project leave Beta status, gentlemen. Much respect to your work - I thought this cannot be said often enough to the ultra talented contributors to this game!- 1,553 replies
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Hey Joe, I had to register just to provide my 2 Kerbal Dollars on your marvelous little mod. I also have tried with no success to get the sunflare in your mod working on a 1.8.1 install (I have Astronomer's Visual Pack working marvelously on 1.9.1 with the updated new Scatterer, but I like your soft atmospheric transitions, as well). All I get is the hot potato both in the tracking station and in flight. It is even less bright than in the stock game. What kinda works: 1. Installed E.V.E. + Module Manager + Planetshine through CKAN 2. Installed Scatterer + Sunflare through CKAN - made a copy of the resulting folder in Gamedata - uninstalled from CKAN again 3. Installed Spectra + Scatterer and then replaced the scatterer folder with the one copied before (that includes the sunflare) 4. Did NOT delete the sunflare in the Spectra folder Now, I have a sunflare, and I am pretty sure it is yours...? You could possibly check whether the scatterer sunflare component needs to be installed for the Spectra sunflare to work? CKAN says there is a conflict, but my workaround appears to work. Edit: spelling and some additional info