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noaa_satellite

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  1. @Manwith NonameHey do you have a guide for making configs/maps/textures for parts through TURD? I'm trying to add support for MPR, which should be fairly simple- I'm just going to have one color for the fuselage and have it not recolor the windows. I tried to make a mask and config for a few of the parts but they would recolor the entire part, including the windows which were blacked out in the mask. Do you have a specific method for creating configs that I should use?
  2. Update: So I think I fixed the problem I was having by going in to RationalResourcesCompanion/CRP/Opt-in_ConvertOTrons.cfg and removing ":NEEDS[!KerbalismDefault,!Pathfinder]" from the first line. I think the converters are functional now, but it's weird that that would fix it since I don't have Kerbalism or Pathfinder installed (I do have other WildBlue mods tho). Pretty strange but I think it works now.
  3. @JadeOfMaarSorry if I'm missing something here but I can't figure this out: how do I get the full resource chain options? Right now the stock ISRU converter parts only have the basic CryoTanks configs (I think) and the RR boxed converter parts only have the "Kerolox A" process. I can't find anything that has the splitter processes or really any of the advanced conversions described in the wiki. This is in 1.12.5 with RationalResources, RationalResourcesCompanion, and RationalResourcesParts installed. Cryotanks and KSRSS are installed. The "CRP" mode is enabled (by default) in the WBT mode menu. I heard something about an "opt in" system- what exactly is it/how does it work? Is that what I did wrong here? Thanks!
  4. @infinite_monkey Did you ever find a solution to this or get it to stop happening? I am having this exact issue and I haven't been able to figure out what it is
  5. @Zoeille I really enjoy this mod, the buildings look very good. I've been trying to make my own KK static buildings using Sketchup, can you explain your process for getting the model from Sketchup to in-game as a working static? Thanks!
  6. Sorry to bother you but was this issue (breaking the plume scale on revert) ever fixed? There are new releases since then, but do they still have the issue? Also, a question about the old subassembly issue- If I update a setup from TS 2.4.5.0/no Recall to the latest TS and Recall, will that cause existing or future subassemblies to break? Thanks!
  7. @LisiasSorry if this is a basic question but how do you change the mass scale exponent for a specific given part? Like a patch that identifies a specific part and just changes the mass scale exponent. I've been trying to figure it out on my own but it hasn't been working, so what's the right way to do it?
  8. So I've been trying out the new Parallax with KSRSS and it seems like Mars is unusually laggy- it works mostly fine on the moon but I can't get through a Mars EDL without crashing. This might just be my computer not being powerful enough, but given that the Moon ran fine I'm not sure.
  9. Hey I was just wondering: is/will there be a 2.5 or 2.7x config for this to make it better for mods like BDB? This seems really cool and I'd love to use it if it does
  10. Ok that's fine, hopefully KSP 2 fixes it. I guess I'll put my Jamestown base somewhere else lol
  11. Is there any way to fix these weird ripple terrain features around the Moon's poles? Taken in 1.12 with 2.5x enabled
  12. Hello, I'm having a problem in 1.12 with KSRSS 2.5x and Kronometer where Kerbal Alarm Clock uses stock KSP time (6hr days, 426 day years) instead of the time system set by Kronometer (12hr days, 354 day years.) I haven't had this issue playing in previous versions so I don't know what's causing it now. The KSP time indicator (like next to the warp indicator) works fine and shows the time normally. Sorry if there's any information I forgot to add. Here's my Kronometer config if it helps:
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