sanderlebau
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sanderlebau replied to Galileo's topic in KSP1 Mod Releases
I can't seem to find the way to toggle that- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sanderlebau replied to Galileo's topic in KSP1 Mod Releases
Is it possible to use any of the custom launch sites from Kerbal Konstructs as launch points with this mod?- 7,371 replies
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WIP - Environmental Visual Enhancements Development
sanderlebau replied to rbray89's topic in KSP1 Mod Development
I've got two issues: the sky of Kerbin is filled with alternating bands of cloud and clear skies that go all the way around the planet, and the blurring of the horizon doesn't seem to work, it just makes the ground/sea texture transparent instead. I'm running this in an Ubuntu VM, so I'm not sure if this could be part of the issue. -
I'm having a problem where some of the weapons aim, but do not fire- either automatically or when clicking. Some weapons, like the large 105 turret, function, but others, like the 30mm rotary cannon and the other automatic cannons don't. Weapons that don't work: GAU-8 30x173 APC MG1 turret M577 APC turret M230 Chain gun turret M50 fixed aero Goalkeeper CIWS Phallanx
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[0.25] Astronomer's Visual Pack - Interstellar V2
sanderlebau replied to Astronomer's topic in KSP1 Mod Releases
KSP is only using 2.8/16GB, that's well below even the 32bit usage limits. How to I force OpenGL? -
[0.25] Astronomer's Visual Pack - Interstellar V2
sanderlebau replied to Astronomer's topic in KSP1 Mod Releases
I'm also running into the "red sky" issue with my install, in fact, all planets with atmospheres are covered in a red haze. Has a proper solution been found yet? And I am also using ATM. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
sanderlebau replied to Tiberion's topic in KSP1 Mod Releases
The same thing happens to me. I am unable to get past the loading screen with Novapunch2 in the GameData folder. -
No, this is on immediate load in to the world. I'm not sure if it has any interaction with the carts plugin. It might.
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IS there any way around the issue I'm having where craft shake themselves to pieces?
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Hey, I'm still having the issue where anything with claws on it shakes itself to pieces on the pad.
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I've been having a problem where anything with claws shakes itself to pieces as soon as it hits the pad.