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Everything posted by noaa_satellite
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[1.12.x] Textures Unlimited Recolour Depot
noaa_satellite replied to Manwith Noname's topic in KSP1 Mod Development
@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? -
Rational Resources 3.0.2 [Sep 24, 2024]
noaa_satellite replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,052 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
noaa_satellite replied to JadeOfMaar's topic in KSP1 Mod Releases
@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!- 1,052 replies
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Logspam when in VAB
noaa_satellite replied to infinite_monkey's topic in KSP1 Technical Support (PC, modded installs)
@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 -
@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!
- 146 replies
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- totm april 2020
- ariane
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TweakScale Companion Program - 2024.10.09.0
noaa_satellite replied to Lisias's topic in KSP1 Mod Releases
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! -
@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?
- 4,054 replies
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- tweakscale
- plugin
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
noaa_satellite replied to tony48's topic in KSP1 Mod Releases
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.- 1,942 replies
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- totm mar 2022
- rss
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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
- 88 replies
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- ksrss
- real solar system
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
noaa_satellite replied to tony48's topic in KSP1 Mod Releases
Ok that's fine, hopefully KSP 2 fixes it. I guess I'll put my Jamestown base somewhere else lol- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
noaa_satellite replied to tony48's topic in KSP1 Mod Releases
Is there any way to fix these weird ripple terrain features around the Moon's poles? Taken in 1.12 with 2.5x enabled- 1,942 replies
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- totm mar 2022
- rss
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
noaa_satellite replied to TriggerAu's topic in KSP1 Mod Releases
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: -
@AmateurAstronaut1969 wait how did you get the 3.75m habitation module for the first module? is it a rescale patch? This is a really cool thread btw, I'm excited for the future missions!
- 166 replies
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- eyes turned skywards
- apollo
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@KeaKaka sorry but I could not get the Waterfall SSME config to work. I was able to get the Redirect LH2 SSME to use the Restock model, but the Waterfall patch doesn't work for me right now- the plume just doesn't show up. I tried removing as much of the PlumeParty code from the Redirect SSME cfg as possible but that did not get it to work. Are there any dependencies for the patch?
- 192 replies
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- space station
- recreation
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@Kuiper_Belt, I have a few questions about your mod setup, if you don't mind me asking. First, how did you get those great SSMEs and plumes? Currently I am just using the default "rainstorm" engines included in ReDIRECT with the default PlumeParty plume but I would like to know what patches you used to get better-looking engines and Waterfall plumes. Second, what mod did you use for that Spacehab module from STS-96? This is a great project and I look forward to all the future missions!
- 192 replies
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- space station
- recreation
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