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Posts posted by Jas0n
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Instructions for finding the logs can be found here:
Also PLEASE don't upload the entire game to dropbox, it's against copyright and stuff.
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I don't know of any mods that make the aerodynamics less realistic. The only aerodynamics mod I know of is FAR and that make the aerodynamics highly realistic.
Maybe you try messing with the physics.cfg? I don't know if you can get it to pre overhual though.
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While I've not personally encountered it, I've seen it on here a few times.
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If you can't launch it from steam, have you tried to open the exe directly? try running the exe as admin?
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10 hours ago, 0something0 said:
How feasible would it be to include CKAN as part of the game or as a free DLC?
Wait, do they also have to be ported separately?
Judging from the fact that CKAN is developed by people separate from Squad, the chances of that happening are pretty slim.
I don't how consoles work well enough to know, but I assuming moding on a console is pretty hard.
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Well, maybe check out the mods mentioned in the KSP-IE thread:
On 1/19/2017 at 9:15 AM, FreeThinker said:Recommended Star System/ Galaxy mods:
- ExtraSolar: Planets Beyond Kerbol extend an existing stock capaign ( with optional planet pack) into an Interstellar campaign
- Galactic Neighbourhood where your can visit your neighbour star systems with integrated planet packs
- Kerbal Star Systems for a complete custom made galaxy experience
- To Boldly Go to create a unique procedural generated interstellar experience
- Real Solar System + RSS Constellations for the most realistic interstellar experience
- Interstellar Adventure the name sais it all
- Other Worlds for an alternative interstellar experience
Recommended Tool mods:
- Persistant Rotation for more effective Persitant Timewarp propulsion
- PreciseNode for navigation
As for other mods, I have a list of mods I always use.
SpoilerKER
Mechjeb
KW rocketry
B9 Aerospace
KAS/KIS
Better Burn Time
RastorProp Monitor
Filter Extension
CTT
Near Future
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Can you provide a picture of the problem? I can't tell what's going on wrong from the description.
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Near Future propulsion has a selection of ion engines.
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26 minutes ago, Streetwind said:
You sure? Last time I used it, and that was fairly recently, the parts only had a funds cost. First you unlock the node as a whole with science (just like before), and then - instead of all parts getting added to the editor - you have to purchase each part for funds.
That's what I meant. Sorry that I wasn't clear.
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If you look around the suggestions subforum, you'll find many threads suggesting that certain mods be made into stock. However, most of these won't happen because each player has their own list of essential mods that are unique.
That doesn't mean mods can never become part of the stock game though. Many features in the game, such as planes, rovers, comms net, and mining were first added by mods.
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That feature adds both a science cost and a funds cost to unlocking parts in R&D.
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7 hours ago, Dman979 said:
As for the topic, I don't think Kerbalizer is a thing anymore.
Or maybe I'm wrong? This is on the Google Play store, from the makers of KSP:
https://play.google.com/store/apps/details?id=com.SQUAD.TheKerbalizer&hl=en
Well, that app was last updated in 2013, so I don't really think it's a thing anymore.
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After a bit of googling around I found this from a few years ago:
On 5/10/2016 at 7:20 AM, sal_vager said:The Kerbalizer is dead until Unity Technologies fix their web player, the price on the Squad store is $0 and there is a warning right there on the page.
QuoteDue to the tools used to visualize Kerbalizer being discontinued we will no longer be selling the app in our website.
Please contact Paypal for a refund for the Paypal administration fee.
So I guess that it's been dead since then? The only other discussion about it was found here:
If you really want it that badly, there is apparently an android app that works, but with highly outdated scenery.
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And if you are launching through Steam and the launcher, make sure it's set to launch the 64-bit version.
I know that back when 64-bit KSP first came out it was super unstable and basically shunned by modders, but it's gotten a lot more stable since then and almost all mods work fine with 64-bit.
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I think it was just a fun thing that lets you make custom kerbals.
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23 minutes ago, Monkey-CH said:
How can we do a Quick Load in this new game version? If I'm in a mission it does autosave, but I'm not able to load such an auto save, as I cant find it anywhere?
Xbox One X
Cursor control schemaYou can't quick load an autosave.
Assuming that it works in the same way as PC, you can make quick saves while in flight, and then later you can quick load that quick save you made..
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Can we get the "Which information should your support request have" thing on all the technical support subforums? So many people ask for support without providing logs, specs, or mod list.
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This is a known issue in the stock game caused by the Kerbal clipping into the pod while on the ladder. I don't know of any way of fixing it, but maybe someone else does?
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You might need advanced tweakables to be enabled in the settings.
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Can you provide the logs?
If you don't know how to find them there are instructions here:
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34 minutes ago, Jack5.exe said:
What I want is so you can have the save file without it being messed up when you go to an earlier version and change back
As others have mentioned before, this can be done by backing up your saves before hand.
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I've never had a problem with Mechjeb in my many years of using it. I would try to fix it like others have suggested. Or learn to dock manually.
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You can also use the middle mouse button (the scroll wheel on some mice) to move the point the camera is pointing at.
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Oh yeah, I know that one point FAR would mess up Real Chute. I guess that hasn't been fixed still.
Someone know some mods for making my ksp more beautiful?
in KSP1 Mods Discussions
Posted
What is your GPU specs?
Also, there's this mod: