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Posts posted by Terminal Velocity
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is volumetric clouds avaible for free yet
(saw in the image so im wondering now)
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12 minutes ago, Damon said:
Yeah it was unintended but still there. Version 7 will have a full IVA that works with it!
Ah i see, well at least i can make inspiration 4 early! (Btw it appears with the community catgeory kit section, not the one in advanced. Just for future if you want to patch that)
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15 hours ago, ColdJ said:
You sound like you have somehow ended up with the original KK, rather than the "Continued" version that this thread is about. The continued version was created because something fundamentally changed in 1.11.1 that stopped the original from working, just in the way you have described. I suggest that you go to the first post in this thread and follow the links there to install manually, the "Continued" version and needed dependencies. Make sure you remove the versions you currently have in your GameData folder first. It is simple to do manually, you just make sure the correct, unzipped folders are copied into the GameData folder and that you have a recent Module Manager installed in the GameData as well.
https://ksp.sarbian.com/jenkins/job/ModuleManager/lastStableBuild/
i know the whole deal, kinda strange how i got the orginal when it says in log loading 1.8.6, but i will try this, ill dm the log file if you want if this doesnt work.
(EDIT: Well holy Sh**, it worked, thank you so much!)
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(Edit) KK is not even appearing in game btw, like it looks correct, but nothing acutally loads in game, i also dont know how to post a log file here
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Just now, Ultim32 said:
Do you have either a kerbal on Eva or a landed craft when you press ctrl k?
of course i do, it worked before like i said, it only happened after installing RSS but i know that KK works with RSS because it did in 1.10
i also tried ctrl+alt+k
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EPIC
those models look wayy better, one question tho is it intended that I can access the tourist rodan? I feel like it should be hidden unless it was released and I didnt know
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i did use ckan, but that should work for kk, I have my log but I dunno how I can show you
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yea the ingame editior doesnt work and packs that spawn statics dont spawn them, so like kk is very broken (tried ctrl+k and alt+K) Im using RSS if it helps, but KK worked in RSS before
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is in ingame editor removed? or am i missing somthing because I cant find it anymore. Does anybody know what happended?
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12 minutes ago, Damon said:
Not 100% sure. You are not using the Github beta stuff right? Cuz that one isn't supported yet.
I hope to get Version 7 up by the end of September. That update will also have an Extras folder containing all the real names and logos that should work!Oh I see, well I guess my spacex went bankrupt in my rss save untill late September
On 10/27/2017 at 9:03 AM, Damon said:Tundra Exploration RO compatibility patch
The time is here!
Tundra Exploration finally has its own RO config pack made by @Nessus_.Features
- Realistic part sizes, fuel types/capacities and (mostly) masses for Gojira (Starship), Ghidorah (Falcon 9/FH), Bagorah (Falcon 9 v1.0), Mothra (Falcon 1), Gigan (Dragon 1), Rodan (Dragon 2) and Strongbacks
- Realistic names for all parts
- Falcon 9 versions of the RCS thrusters (using Nitrogen) and Landing Legs from KRE
- SpaceX logos for all Falcon rockets
- Adjustments for all SmokeScreen plumes from Tundra Exploration for the new part sizes.
Installation
- Install Tundra Exploration and all of its dependecies
- Copy the contents of GameData into the GameData folder of your KSP RO install
- Copy the contents of Extras/SpaceXDecals/GameData into the GameData folder of your KSP RO install (and override files if asked)
TODOs
- Better mass-values for Dragon 1 and 2
- Realistic maximum temperatures
Download:Please report anything that looks off or wrong on the github repo. Updates will go through there.
Happy launches!
@Damon This is what i was using btw
EDIT: It was ckan that broke the logos, fixed now, an updated version sounds awesome tho i cant wait
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@Damon I dont know if anyone else has had this issue, but ive had the real names and textures extra installed on the mod for a long time, but today it stopped working. It gives me real part names but now its gone back to the kerbalized skins (I.E defualt skin) Do you know how to fix this? I didnt do anything to the game it just stopped working when I launched the game today.
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Woah, the updates that have happened are insane! this is even better now, i must have all times
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what is lucy analogus to??
(when it releases)
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did you make the performance better cuz the old was laggy like hElL
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sweet mod any craft file?? So many parts I dont know how to make
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So it looks like stellaris knows about kerbal:
I swear I didnt rename the star and planets it actually spawn this way.
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key word: alpha
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What sun flare btw
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Yes finally. The only thing I want to say is, WHY IS EVERYBODY HAVE NO BUGS, NO LAG, AND SUCH BRTTER GRAPHICS THAN ME!?
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I have had the loading part upgrades issue many times and solved it but now it happened again but this time I cant find which mod is causing the issue so should o just remove AVC entirely to cure the problem? I checked my logs already and nothing is useful: it looks like a normal loading except stoping and nit writing to the log any more.
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Rocapsules pull request
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What TUFX config and what mod for soyuz
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
in KSP1 Mod Releases
Posted
is there a way i can only use the part scaling this mod brings? its because i use simple rss patch to make the rockets work, but they are massively undersized for the launch sites, so I want to know if its possible to use only the part scaling. (Tweak scale doesn't work for all parts)