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Posts posted by Jas0n
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9 hours ago, olekopyto said:
It's usefull and needed!
No it is not. This mod speeds up load time and saves RAM by converting texture files to dds files. But in 1.0.5 and later, stock KSP and most mods have dds textures by default.
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10 hours ago, olekopyto said:
1.1.2 anyone?
This mod isn't really needed/useful in 1.1 anymore.
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Kerbal foundries have some tracks. I haven't tried the mod yet so I don't know how well they work.
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Hmm.... Taerobee isn't installing because the 1.0.5 version is no longer available for download. As for SXT, try manually installing SXT 24.
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Are you sure that you put the mods in the right folder? Also, what directory is your KSP game in? If it's in programfiles or some other system directory it will have problems loading mods.
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Is the .cfg file still there for the O-10?
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CKAN should still work even if you're using an old version of KSP.
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TAC Life Support is no longer being supported by @TaranisElsu and the old thread is out-dated now. New thread is here.
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Do you have Community Resource Pack installed? Kerbalism isn't compatible with CRP and CKAN won't install it if you have CRP installed.
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what do you mean by "track mods"? Please be more specific.
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On 5/4/2016 at 2:44 AM, hab136 said:
@DanHeidel @MisterFister CKAN already lets you install out of date versions - on the command line.
ckan.exe install modname=1.7
This is mentioned in the user guide: https://github.com/KSP-CKAN/CKAN/wiki/User-guide
I tried that and it said this
QuoteModule RemoteTech required, but not listed in index, or not available for your version of KSP
If you're lucky, you can do a `ckan update` and try again.
Try `ckan install --no-recommends` to skip installation of recommended modules -
1 hour ago, Faolmor said:
All the near-future mods and the community tech tree have disappeared from CKAN (at least for me). Vat is going on?
They are still there, they might just not be compatible with your version of KSP. @Nertea probably hasn't gotten around to indexing the new versions for CKAN
Also, is there a way to force install a mod that isn't listed as compatible? Like it says it only supports 1.1 but you want to install it on 1.1.2?
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How many people agree with me that this mod should a stock feature?
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The thing is, it will probably be a pain to operate all the menus and what not from mods with a controller.
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On 11/2/2014 at 3:29 PM, WhiteThane said:
EDIT: Does anyone else remember kerbalspaceprogam.net?
omg i remember trying the ridiculous sized engine it had in 0.18.4 and not realizing that the mod was out of date.
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Ahhh... the young people these days who won't have to deal with a launch tower that would clip into large rockets.....
Welcome to the KSP forums!
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I've always found the T1 runway too rough for takeoff/landing so I always takeoff westwards, completely ignoring the runway.
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4 hours ago, Rocket In My Pocket said:
Here's the two part files in question:
PART
{
// --- general parameters ---
name = Engineer7500
module = Part
author = CYBUTEK (Code) || Keptin (Part)
// --- asset parameters ---
mesh = model.mu
rescaleFactor = 0.8PhysicsSignificance = 1
// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 150
category = Science
subcategory = 0
title = ER-7500 Computer Flight Unit
manufacturer = CYBUTEK Solutions Ltd.
description = The ER-7500 goes back to roots with the Kerbal Engineering System. This unit has been proven to be at least 1x10^-5 times faster than a standard hard drive... Don't tell anyone but it's actually just the chip version in a fancy box with flashing lights and spinny things.
tags = ker engi redux compu flight tape// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0
// --- standard part parameters ---
mass = 0.005
dragModelType = override
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 15
maxTemp = 3400
MODULE
{
name = FlightEngineerModule
}
MODULE
{
name = TapeDriveAnimator
UseBakedAnimation = false
MinReelSpeed = -30
MaxReelSpeed = 30
SpeedStopZone = 10
SpeedDeadZone = 2.5
SpeedChangeAmount = 30
MinRepeatTime = 1
MaxRepeatTime = 6
RepeatTimeDenominator = 8
Reel1 = geo_reel1
Reel2 = geo_reel2
Reel1SpeedRatio = 1
Reel2SpeedRatio = 0.75
Lights1 = geo_buttonSet1
Lights2 = geo_buttonSet2
Lights3 = geo_buttonSet3
Lights4 = geo_buttonSet4
Lights5 = geo_buttonSet5
Lights6 = geo_buttonSet6
Lights1Speed = 0
Lights2Speed = -2.5
Lights3Speed = 2.5
Lights4Speed = 10
Lights5Speed = -15
Lights6Speed = 17.5
}
}PART
{
// --- general parameters ---
name = EngineerChip
module = Part
author = CYBUTEK// --- asset parameters ---
mesh = EngineerChip.mu
scale = 1.0
specPower = 0.5
rimFalloff = 3
alphaCutoff = 0PhysicsSignificance = 1
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, -0.03, 0.0, 0.0, -1.0, 0.0// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 100
category = Science
subcategory = 0
title = Kerbal Engineering System
manufacturer = CYBUTEK Solutions Ltd.
description = The Kerbal Engineering System boasts an impressive 128bits of solid state storage and enough processing power to run at least 3 digital watches.
tags = ker engi redux compu flight chip// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1// --- standard part parameters ---
mass = 0.005
dragModelType = default
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 15
maxTemp = 3600MODULE
{
name = FlightEngineerModule
}
}They both say Physics Significance = 1
Is 1 on or off though?
1 is off because the monoprop engines have the Physics Significance = 1 line. And the parts that affect physics don't have a Physics Significance line in the cfg file.
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On 4/20/2016 at 8:06 AM, Fireheart318 said:
How much longer till 1.1 release
I know that you want 1.1 release, and we all do too. But B9 is one of the biggest mods around and updating it will take much longer than a few days.
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I don't know anything about how it works but my guess is that it's similar to how kerbal konstruct places structures around Kerbin.
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On 3/20/2016 at 7:44 AM, virtualizerocket said:
I have these kind of issue while playing with RSS/RO mods.
The spacecraft is separated by two parts, and I can fly each of them by pressing '[' and ']', but they are not two parts physically, which seems to be strange.
If that's the case, maybe it's caused by the weight of the rocket breaking the joints connecting the parts. KJR and struct should help.
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Are the control indicators in the bottom left corner moving?
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Mechjeb's Translatron should be able to control a VTOL craft, but I'm not sure cuz I haven't used that function in a long time.
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From looking at the mod page, it looks like a parts only mod so it shouldTM survive the 1.1 apocalypse.
Also, is that a H.O.M.E. habitation module that I spy?!
Ship not lifting off
in KSP1 Technical Support (PC, modded installs)
Posted
Pictures of what you're trying to do?