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Everything posted by Neebel
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[WIP] Nert's Dev Thread - Current: various updates
Neebel replied to Nertea's topic in KSP1 Mod Development
You know what, once this NFE update is released, I'll just give System Heat another try (already had it once, but it's been quite a while since then). -
[WIP] Nert's Dev Thread - Current: various updates
Neebel replied to Nertea's topic in KSP1 Mod Development
Thanks! Not in my opinion though, but that's a matter of view. -
[WIP] Nert's Dev Thread - Current: various updates
Neebel replied to Nertea's topic in KSP1 Mod Development
So we'll need System Heat to run NFE in the future? -
What mod are the orbital module and the landing bags from your Callisto-Thunderbird from?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Neebel replied to Gameslinx's topic in KSP1 Mod Releases
Are you also going to update Beyond Home to the newer Parallax versions and for the newer KSP versions in general? It's such an amazing mod, would be a shame if you abandoned it.- 3,126 replies
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I would very much love to see this, possibly some Shuttle evolutions and proposed projects involving the Shuttle as the main LV as @Beccab already impressively did. But regardless of how you and Lemon are going to continue the thread, I'm very happy it's not being abandoned!
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One more question, sorry if I'm annoying, should we put the newly downloaded version of Kronometer in Gamedata or back in JNSQ_Plugins?
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[1.12.x] Intercolor | CRE Recolors & Tantares Recolors
Neebel replied to Zarbon44's topic in KSP1 Mod Releases
but will they still work with release version? -
Thanks! Very helpful for new players of JNSQ.
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A bit late to the party, but according to the JNSQ Delta V map, the Mun requires about 1.600 m/s for descent & ascent. Stock Tylo requires more than 2.200 m/s just for a one-way trip to the surface. Ofc both numbers are to be taken with a grain of salt as it's probably a few 100 m/s more, but the Mun is still a much easier destination in JNSQ then stock's Tylo. Or is that why you put "for the unprepared" in there? Also, one question to everyone, what's a good gravity turn profile to aim for in JNSQ? We started a space-race style JNSQ server but i never played it before. In stock, there's kinda the rule of thumb to aim for a 45° pitch at roughly 10 km, according to my calculations, you should aim for about 12 km in JNSQ because of the larger atmosphere, but is this correct?
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[DEFUNCT] AD ASTRA --- Check the latest post and update!
Neebel replied to G'th's topic in KSP1 Mod Releases
is jool supposed to look so dark? https://imgur.com/a/ZbzfqpQ @alberro+ @Adiri -
Quick question, since this mod doesn't include the Buran orbiter, how was this pic created?
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[1.12.x] Intercolor | CRE Recolors & Tantares Recolors
Neebel replied to Zarbon44's topic in KSP1 Mod Releases
Out of curiosity, why are the CRE Recolors on CKAN and the Tantares ones not? -
Yeah, that's what I ended up doing. Just the plugin didn't work.
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do we need the entire Cryo Tanks with all the tanks and everything for this to work or just the core with the SimpleBoiloff.dll plugin?
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Neebel replied to Gameslinx's topic in KSP1 Mod Releases
Fun fact: If you had closely followed the installation instructions on the first page, you wouldn't have had the issue in the first place. The latest release you get to via this link is from August last year.- 1,647 replies
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Were did you get these neat landing legs from?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Neebel replied to Gameslinx's topic in KSP1 Mod Releases
Quick question after seeing that several people have noted this: Is Parallax compatible/recommended to use with Planetshine or not?- 3,126 replies
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Yeah, I did in fact download these mods from CKAN. I haven't tested all engines, but it looks like most plumes except Bobcat and Cheetah look the same with and without Stock Waterfall effects and are displayed correctly. Very weird. EDIT: @lemon cup Just saw your edit, thanks for the help! The RAPIER plume is buggy, but that's probably due to Realplume. Just removed it since I now have the Waterfall plumes for all engines. EDIT 2: Well nvm the RAPIER plume is actually buggy because because Restock's RAPIER is shorter than the stock one. Any ideas how to fix?
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No, sorry if my text was hard to understand, I'm not a native speaker. I did not have to change anything in the cfg files, the plumes for Bobcat & Cheetah were just there, all other plumes seemed to overlap with the ones from Waterfall Restock. I'll quickly reinstall everything and see if it happens again
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Little late to the party but anyway, also wanted to add Stock Waterfall Effects for Bobcat, Cheetah and the jet engines to my game, so I downloaded the stock effects from CKAN with Restock & Waterfall Restock already installed and at least the two rocket engines had the Waterfall plume. Any idea why & what to do now?