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Everything posted by cyberKerb
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I gave the terrain altitude idea a go in a recompiled version and it work as I thought it would and the charts look nice. Another suggestion - is it possible to allow you to select ingame sources to be plotted against a single axis? Rather than each source having it's own min/max axis on the graphotron chart? Obviously that wouldn't look any good for say a temperature source & altitude source, but some mix well. Having said all that, if the goal of the mod is mainly to see stuff in post processing, then please ignore these suggestions
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This. So 'this' for me. Added to the complications is that I only install stuff manually, so sometimes I make mistakes which makes things get into a jumbled mess quicker than normal. @Just Jim Glad you enjoyed. Out of curiosity, what IS the actual time of your save? I remember a chapters in both black & white and sepia at various points. I'm trying! hopefully will make it THIS save game (Like I haven't said that to myself before ) Oh and to make the point much clearer about 'OhShinyitus', I've played with OPM installed for all my career games since it was released (and kept it up to date) as I'm ever the optimist that I'll make it there... 'one day'.
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As per above... no... I don't count hyperedit. I always get stuck on making a ship that will make an interplanetary jump - That and my games usually devolve into updating stuff to the latest versions of mods - yes I'm afflicted by "ohshinyitus" and can't help updating even if its only a language pack that I don't speak. I blame AVP as my trigger as it points me to the latest update and I end up reading that something new was added / something was fixed and can't help myself.
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yeah - I've not stuck around long enough to learn the transfer and am still learning
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
cyberKerb replied to DMagic's topic in KSP1 Mod Releases
Thanks for that. I feel I've learnt something important Going to space center > vab > launchpad does indeed reset it. -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
cyberKerb replied to DMagic's topic in KSP1 Mod Releases
I think you got it in one. I checked my settings of the sandbox game and I indeed didn't have the G-limits turned on. I turned them on and he tooltips showed up. To verify that was the cause, I turned them off and they still appeared. ?? eh, working now - maybe I needed to restart for some reason. -
I had no idea that people kept their games going that long! That's amazing. I figured most people would be 2-3years tops and the hard core people around 20-30 due to travel time before restarting.
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I'm interested to know how long people play in a KSP save game (Any mode) and why. With many reasons to move onto a new save (KSP update, Mod update, IRL stuff, slow progress, tech tree completed, etc...) I'm sure people have a their own natural rhythm regarding when they start a new save. I'm sure people who do those crazy long term missions with lots of time warp utilization are out there and was wondering where they would fall into a poll like this. I'm not really taking into account "breaks" in gameplay for this poll. Yes, you might get busy with IRL for a month / year(s), but if you continue the same save game (and do all the work involved to keep it going after KSP updates) when you return to playing, that's still what I'm interested in knowing. Also would like to hear from people in the comments section as to why you might stick around in an old save. Side note: I added a few of the people who I regularly read their mission reports just for fun. Mainly because I'm a fan and (to me) they seem to be playing forever in their single save.
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I thought I remember seeing a test post thread somewhere and can't find it. Is there somewhere that helps explain how to create a poll on the forums? EDIT: nevermind - finally worked it out. The multiple layers of post title, poll title, question title threw me for a loop.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
cyberKerb replied to Nils277's topic in KSP1 Mod Releases
More so - this mod author suggests Installing NFE to do the transfer until other option is made. So this post a few pages back. Thy this suggestion @RexPowerColt -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
cyberKerb replied to DMagic's topic in KSP1 Mod Releases
Question on Portrait Stats - Do the tooltips only show in career games? I was trying to remember what symbol ment what and tried to hover over a portrait icon in a sandbox game and wasn't seeing any tooltip. The settings.cfg file has it enabled: ExtendedTooltips = True -
[WIP] The REAL Nav Ball Project Thread
cyberKerb replied to NeoMorph's topic in KSP1 Mod Development
Yikes that desk! Looks like you have a few things that are impeding your X & Y directions. *jk* great progress so far. I can only imagine how chuffed you'll be once it starts to move on its own. -
I've not gotten far into my restart of the new career I started, but also haven't seen the issue again. I'll probably reinstall Science Relay again to see if @DMagic recent patches fixed the issue. I'll report back once I'm on Minmus. (Give or take a month or so - I don't get much play time at the moment due to IRL stuff)
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[1.12.x] TRP-Hire (formerly KSI Hiring)
cyberKerb replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry I haven't downloaded yet to check, but does this version have the same issues when the Stock GUI is resized? MKS Issue in case you need a screenshot references -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
cyberKerb replied to Waz's topic in KSP1 Mod Releases
Fur / hair - my memory was close, but yours is obviously better as I didn't even remember it was a video. Is there any screen static/snow effect that's available at the moment? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
cyberKerb replied to Waz's topic in KSP1 Mod Releases
Is there anything currently in-game that's even close to this? The lighting / hair effect of Reentry is the only thing I can think of. -
this is awesome! Thanks for the effort you put into this! Any chance you'd like to have a go at something more left field with adding biomes back to the old (better) Duna?
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Awesome - thanks for that idea. Didn't think of raising the HP.
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- realism
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Phew - updated entire install to 1.3.1 and all working fine with <10 ERRs in the log file on game load which is not bad for me. I'm using KH 1.0 for 1.3.1 and I see that this didn't remove the DeepFreeze errors when in game. Eg: [LOG 00:48:05.323] [KerbalHealth] ERROR: Could not initialize DFWrapper. Just reporting that it's the same across versions. Update whenever you're ready.
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This mod is awesome! Love watching the images while the game is loading now. I've grabbed the few that came with Astronomer's Visual Pack as they were gorgeous! And added a few of my own into the folder. Anyone know of additional packs of nice pictures to include in the folder?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
cyberKerb replied to Nils277's topic in KSP1 Mod Releases
For FSFuelswitch - does the mass of the part have to match the mass listed in this addon module? I ask as I'm getting an error for 1 part regarding this. [LOG 17:30:48.951] PartLoader: Compiling Part 'PlanetaryBaseInc/ModSupport/Parts/OSE Workshop/OSE_Resources/KKAOSS_OSEResources' [ERR 17:30:48.958] Error: FSFuelSwitch Mass Discrepancy detected in part 'KKAOSS.OSEResources'. Looking in the cfg, part mass = 0.6, while FSfuelSwitch has a property for basePartMass = 0.5 -
Roverscience is giving some minor errors in the log file on game start up about missing textures. [LOG 17:28:29.136] Load(Model): RLA_Stockalike/Parts/Structural/struct_various/small_radialext [LOG 17:28:29.142] Load(Model): RoverScience/rock/rock [ERR 17:28:29.146] Texture 'RoverScience/rock/smallrock' not found! [LOG 17:28:29.149] Load(Model): RoverScience/rock/rock2 [ERR 17:28:29.153] Texture 'RoverScience/rock/rock2' not found! [LOG 17:28:29.155] Load(Model): RoverScience/roverBrain/roverBrain_A I found both textures in a download of a previous version - RoverScience-2.1 specifically
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
cyberKerb replied to steedcrugeon's topic in KSP1 Mod Releases
Am I missing an update or have I borked my game somehow? KSP-AVC is telling me the REKT is out of version 0.4.5 and wants me to update to 0.4.6. Only issue is that both spacebock and github both don't have a version of that number available.