-
Posts
897 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Boamere
-
Interesting, If I get the DLC I will do this, thanks.
-
I don't own the DLC but I have heard other people complaining on reddit that their joints don't work with any version of KJR installed.
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Boamere replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thanks guys- 1,554 replies
-
- 1
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Boamere replied to Paul Kingtiger's topic in KSP1 Mod Releases
I am a fool, shows how far I get with my KSP career installs before I forget and go play something else... Also another question (sorry for being a pain ): How are you meant to balance the mass of the advanced material bay? Is there something that has the exact mass that I could place on the opposite side? I might just be being a goon- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Boamere replied to Paul Kingtiger's topic in KSP1 Mod Releases
I have reinstalled the most recent version and reapplied the patch from the onedrive, and it is still occurring. I'm going to copy my KSP root and delete every other mod and see if it still happens. Edit: It isn't happening, even with part switch installed. I'm going to try some mod combinations Edit 2: It appears to be "Filter Extensions" causing the issue. Should I post this there? (also that's sick, maybe a US2 RTG as well? Although that could be OP)- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
Yeah it's a lot nicer than modding skyrim lmao, Np dude. Also there's a modding launcher thingy called "CKAN" that installs mods for you. But it only lets you install mods if they are confirmed compatible for the most recent version (unless you edit the settings), so I just look on the forums and see if the mod I want works with the current version and install manually most of the time.
-
If you go here https://github.com/themaster402/AstronomersVisualPack/releases and download all the dependencies, and the zip at the bottom (AVP 3.8.zip) Out of the optional mods I'd just take distant object enhancement, because it's nice to see flares when a station passes overhead. If you need more help on how to actually install mods, I've made a crap guide for you here:
-
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Boamere replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm sure this is an often asked question but does anyone know what is causing this graphical issue? It seems to be the merging of all variants into one image, thus it flickers as well Perhaps something to do with b9 part switch? I've had the bug consistently over 3 modded installs Also I had an idea: US2 compatible solar panels could be cool.- 1,554 replies
-
- kis
- universal storage
-
(and 3 more)
Tagged with:
-
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Hahaha wow, that is a long time. Thanks for your hard work dude, looking forward to all these mod updates; definitely my favourite selection of mods ever -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Here's a higher res image I re-installed the mod manually and it's still occuring, only with the two turboprops as well. Something strange I found is that if I set reverse thrust, the thrust is centred again but only on that engine, the other one doesn't show. -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Excellent work as usual. Another question, are the turboprops in nf aeronautics meant to be producing thrust below their main axis? -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Is it possible to make the NF propulsion use the same type switching that ReStock uses? (The stock variant) -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
You're an absolute madlad. This is awesome but please don't kill yourself doing it. Just gotta say thanks for making great mods my dude, been using your mods for years and they are top tier. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Hey man, yeah looks good dude, that kind of balance is a good idea for travel between planets, then you can set up something for longer using the base parts roverdude has made. Just in case anyone wants an updated link to the SSPXR-USILS.cfg here you go. This works with the most recent version of USI-LS This is a small change since the last, I have just changed the PXL-10/PPD-8R and PTD-8R to use 0.125EC/ Crew Capacity instead of the flat 1 EC they used to require (thanks @Tyko ) so only really a balancing pass This USI module malarkey sure is confusing, there's a bunch of stuff that needed to be changed with a lot of mods -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
Gosh darn it, thanks mate I have updated it. Not sure if it's even necessary anymore as I haven't been up to date with ksp in a while This should make NFS work with the current USI-LS for anyone who doesn't know. (there's like 4 parts that use it) -
[1.12.x] Near Future Technologies (September 6)
Boamere replied to Nertea's topic in KSP1 Mod Releases
I made one for myself actually. Probably should have posted it here Here it is: Beans I'm not too sure how bays work with USI so It may not be 100% -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Boamere replied to Nertea's topic in KSP1 Mod Releases
I don't really understand how to use github so go ahead -
[1.12.x] AFBW Revived (Joystick & controller mod)
Boamere replied to linuxgurugamer's topic in KSP1 Mod Releases
I keep being told this has been updated by AVC but it hasn't. As I have with most of your mods linux -
Thanks a bunch! Just managed to to do it manually by putting the engine in 3 mode with a 30 ton payload, with a tiny amount of fuel left in the primary boosters! Seems very cost effective too, overall the mission cost me 80k I think. and around 50-something without the payload
-
Simple question, how are you meant to launch the falcon heavy, as in how do you make the middle stage lose less fuel. I'm flying manually