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Everything posted by Kaa253
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CommNet just stops working
Kaa253 replied to _Augustus_'s topic in KSP1 Technical Support (PC, modded installs)
@_Augustus_ I get this too, be reassured you are not alone (BTW, I was once an active telescope maker - great stuff). It happens apparently randomly after about 2 to 20 hours of playing and I have not been able to determine steps to reproduce. The entire commnet just suddenly goes down. It has been happening for some months and it still happens. All unmanned vessels become uncontrollable and all comms lines disappear from both the map view and Commnet: Network in the tracking station view. I get the same log spam. I have found only one way to restore the commnet and that is to close down and restart the game completely. I would love to know what is causing it. I see nothing of note in the log at the time of spam initiation. Is this a Kerbol EMP storm / coronal mass ejection simulation? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Actually - I was having similar issues to those described by @SSSPutnik with USITools 0.10.2 - [PRE-RELEASE] installed; as provided in Constellation_2017.12.10.1.zip. "Rolling back"(?) to USITools 0.10.1 - 2017.10.09 appears (so far) to have fixed it but I fear this means I am now missing some "Logistics Updates" mentioned in the Changelog. My career save has not yet unlocked the Duna or Tundra Logistics Modules which I understand are required for the recently reinstated orbital logistics. -
Xenon seems to be present for the L, R, S & MUS types. I would not have expected it in the MUS tanks. Might be useful in the A type configuration.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I can't seem to figure out where that would be. Could someone paste a link please? -
A 30 second test before I leave for work confirms that -force-glcore is indeed supported by KSP_linux 64 bit and does solve the problem. I briefly saw a set of shiny gold metallic textured tanks in the VAB - Awesome! Thanks @Electrocutor I wonder if other graphics aspects of the game are also improved?
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Thanks @T-10a for the extra information you have provided about mesa & OpenGL on Linux. I have a couple of ideas to try that probably will not work if KSP_Linux is built against OpenGL 3.x. However and regardless, I will be travelling for work over the next 9 days and will not be able to try anything until I get back.
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I am curious to know. Has anyone running with any linux distro on any rig been able to get the textures to load? https://github.com/shadowmage45/TexturesUnlimited/issues/16
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All test versions after 0.7.38.143 pre-release do not load the textures under Linux OpenGL... is that correct?
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These glossy metallic textures look great. Well done. I however, have always liked the "cloth" preset. Are there any high-res plans for it? Or else perhaps - does my question make no sense
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I am new to this mod and enjoying it immensely however, you folks have confused me on several occasions when you switch between discussing Real World and Eyes Turned Skywards. I must admit it has been perversely entertaining to be thus confused. I nearly posted comments about how there never was any second version of skylab! - what planet are you guys on? (doh, Kerbin obviously). I am getting with the Program now. Maybe you need to use some kind of tag (eg. OOC) to indicate if you are discussing RL or ETS. But don't mind me - carry on
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I have now been having this problem. I find that the payload inside the fixed fairings is not aero shielded. The problem is known and is a general issue with KSP. Modders are searching for a fix The solution at present is probably to just use the supplied stock like procedural fairing. I find also included in this mod a "Proton Fairing Hinge" part which is really marvellous and performs as advertised, "enhancing the look of procedural fairings".
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Actually... I have started a new career too but this time without the usual SpaceY, OPT and SSTU and just installed, for the first time, BDB . BDB is great!, and is easily standing in for all those other mods and is very very enjoyable indeed. I am challenging myself to build the payloads to a mass that suits the standard historically available US lifters included in BDB rather than my usual game where I build the payload to whatever mass it just comes out as and then cobble together a launcher with sufficient dV for the job. A new element of realism? Perhaps. Nevertheless, I am really enjoying the challenge of sticking to a set of standard launchers (give or take the odd extra solid boosters - as per historical). Yes, I have kept in Ven's stock upgrades (but hardly touched them) and Nertea's stuff available to unlock later when I get into the late game / near future phase. Coatl Probes Plus fits in well as does DMagic orbital science (supported) and CTT for the long game. I couldn't agree more! Best early phase of the game ever! The Gemini - TitanGLV is so versatile! Next step for the save will definitely be to build a MOL based station and then a SkyLab. Thanks @CobaltWolf for a brilliant mod, complete with perfectly balanced parts, engaging historical connections and glorious eye-candy.
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It is probably only a thing for Career mode players with the Linux version of KSP but I found a small typo in ca_fom_solar.cfg that prevents the Fomalhault solar panels showing up in the tech tree. Should be -- TechRequired = electrics and not ------ TechRequired = Electrics Put a reminder in Github issues already https://github.com/raveloda/Coatl-Aerospace/issues/61 Oh and this is a totally awesome must have mod by the way thanks for making it!
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I believe BV is not working under Linux at present. For one thing, it is looking in the wrong location for the GameData folder.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Linux KDE Plasma desktop. Nice, same here, so consequently, just a hunch. If you are attempting Galileo's pack with any thing less than 16 Gb RAM you are most likely running out of memory. Unless there is a "lite" version of GPP available now for Linux. -
[WIP] Nert's Dev Thread - Current: various updates
Kaa253 replied to Nertea's topic in KSP1 Mod Development
I am at mid career point and have not unlocked any far future engines yet but, I do see them showing up in the R&D Facility in the Tech Tree (CTT version). One in Experimental Nuclear Propulsion and the other at Advanced Fusion Reactions. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
I am not sure I really understand the features of 1.3 and the DLC but I am hoping it will provide a relatively easy to use system for me to define my own base building (and making history style) missions. If it will also be possible to share that work with others then even better. -
Lolz. Purchase date 17 May 2013 Haha C'est la vie WOW! I have played KSP nearly every day for almost 4 YEARS!!! Amazing how time flies when you are having fun.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
In what way is GPP made for USI mods? I installed it once but then after finding it has a total absence of even just one little impact crater anywhere in the whole solar system my sensibilities where shocked so deeply I had to uninstall it again immediately. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Good grief @Omnipius. What is your PC! Are you running KSP on Titan at the Oak Ridge National Laboratory or something ? Gratz. Your exploitation of off-world resources is most impressive. -
Whatever the abomination is, it is not discernible in KSP Linux version because the stream of NREs relating to window-back.png prevent the game from loading
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
If you need a bit more variety to your orbital stations then I suggest that you consider enhancing your MKS/USI-LS based station with some extra flare from Nertea's Near Future Solar, Near Future Construction (simply awesome) and Stockalike Station Parts. The MKS parts make for really good looking core habitation areas and then Nertea's parts add on the docking facilities, integrated trusses, solar panels, etc. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
By non-deployable I presume you mean a Radiator Panel which acts differently from the Thermal Control Systems. You don't need to extend them but you do still need to activate them. Did you activate the Panel? Sorry if this was obvious already. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Kaa253 replied to StarCrusher96's topic in KSP1 Mod Releases
I wonder, is anyone on linux using this mod successfully? I use only linux and am thinking of giving KSS a try. However, I have been following @TaintedLion's troubles and wondering if the problem might be messed up upper/lower case configs.- 4,170 replies
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