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Everything posted by Tiberius
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SimpleConstruction! (SCON) Stock rocket building
Tiberius replied to zer0Kerbal's topic in KSP1 Mod Releases
This is a long standing "bug" but very easy to fix. Technically, its working as "intended," its just confusing. This video attempts to explain and show you how to fix the bug. Important things to remember: The correct orientation is 90 degrees from what you would expect. The docking port of the newly built craft should face downward in the VAB. Or sideways in the SPH. You are 90 degrees off. Rotate your craft like an "L". The VAB and SPH have different orientations. One starts crafts off vertical, one starts off horizontal. Subassemblies are extra confusing. Subassemblies appear to keep the orientation that they originally had when they were first removed and saved as a subassembly. Put another way, subassemblies keep the orientation of the part they are pulled off of. This is not shown visually in the editor at all. Once saved, you cannot change a subassemblies orientation. If you pull a subassembly out in the editor, they will appear to orient themselves vertical, but that is not their true orientation. They keep the hidden, saved orientation of their original root part. Which unfortunately, is always 90 degrees off. To change a subassembly's orientation, you must attach it to a new root part. Rotate that root part. Then pull the subassembly off in that rotation. Then resave the subassembly. Once again, parts are saved 90 degrees from what you would expect. --- Craft files are easier to re-orient. You want to save the craft with the docking port as the root part. With the docking port facing downwards. Or "upside down". In the video, he makes it sideways, because he's crafting in the horizontal SPH. Craft files are easier to rotate, unlike subassemblies, because they don't have a hidden orientation. You can visually see and rotate the root part to make it correct. --- This is the technical explanation from the Extraplanetary Launchpad manual: Basically, if you make a big craft in the editor, and attempt to break it apart into smaller pieces, and save those pieces, all the pieces will be 90 degrees off. The smaller pieces you break off need to be rotated 90 degrees. Save them as craft files, instead of subassemblies, to help make them easier to rotate. I will make try to make a video to explain it better. -
SimpleConstruction! (SCON) Stock rocket building
Tiberius replied to zer0Kerbal's topic in KSP1 Mod Releases
I can confirm this works and fixes the B9PartSwitch errors for KSP 1.12.5 for SimpleConstruction (SCON!). The file location is /Kerbal Space Program/GameData/CommunityResourcePack/CommonResources.cfg It might be the combination of FarFutureTechnology that causes this. I don't remember this error in my previous SCON! playthroughs, and FarFutureTechnology is a new part mod I added. Regardless, the patch above fixes it! Thank you for the help. -
This mod is SO cool! It's been a blast to try out! I love that it's compatible with True Volumetric clouds and Parralax. Thank you for your hard work! These planet packs feel like expansion packs for KSP.
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- totm april 2023
- kopernicus
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It doesn't look like there is a download link included on the main post. Thank you for the awesome mod!
- 128 replies
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- help wanted
- atomictech
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Fix for KSP 1.12.4 - 1.12.5 from GitHub. Should be in future release, but seems to work now @JonnyOThan: Brief description of your issue (aka the problem) I want to use KD along with SC, but when i install this there are module manager errors, caused by the MetalOre resource not being defined. KD is supposed to provide these definitions if EL is missing (KD/Resources/Resources.cfg line 26, 38), however since the EL folder and DLL are included !Launchpad is false, and thus these patches don't get applied. As a temporary workaround i have removed the ! in front of !Launchpad so these patches get applied and my game starts with no issues
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The forum makes the search confusing. You can search individual topics though! In the top right, in the Search bar, click on it and a drop down menu appears. There's an option to Search in: This topic.
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- planet
- kopernicus
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That is awesome! Thank you for all your hard work. Is there a delta-v map like that anywhere? I've been switching out my home world to see all the new solar systems. It would make planning out missions so much easier! Best regards.
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- planet
- kopernicus
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You have to install Omega Stockalike Structures and Kerbal Konstructs alongside JNSQ for the new bases to appear. Maybe the front post could add it to the "Provided Compatibility," rather than the "Notes" section, to make this more clear.
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[1.12.x] Minimum Ambient Lighting Updated
Tiberius replied to linuxgurugamer's topic in KSP1 Mod Releases
How embarassing! You're correct. Thanks for the quick response! -
[1.12.x] Minimum Ambient Lighting Updated
Tiberius replied to linuxgurugamer's topic in KSP1 Mod Releases
Edit: This is not a bug. I had a mod conflict between Minimum Ambient Lighting and PlanetShine. I'll leave this up for anyone with a similar problem. I'm getting a crash with 1.8.1 @linuxgurugamer Mod List: Click Through Blocker Toolbar Antenna Helper B9PartSwitch BetterSRBs CommunityResourcePack CustomPreLaunchChecks DeplorableEngines DistantObject DynamicBatteryStorage EnvironmentalVisualEnhancements KerbalKonstructs Koprenicus MechJeb2 ModularFlightIntegrator NavyFish NearFutureAeronatics NearFutureExploration NearFutureProps NearFutureSolar PlanetShine PoodsSkyboxes ProceeduralFairngs RealPlume RealPlume-Stock ReStock RestockPlus SCANsat Sigma SmokeScreen StationPartsExpansionRedux StationPartsExpansionMetal TweakScale WildBlueIndustries All the mods are the 1.8.X compatible versions. The game continues to load forever, with the background changing, with the error that Mods DLL are not compatible with this version of KSP. Link to player.log: http://www.mediafire.com/file/lpdq2dewuovjdf1/Player_bad.log/file -
Why is the repo and download link still removed after a month? Previous versions worked fine. The download links were all publicly released, removing them only hurts the community. @linuxgurugamer @JadeOfMaar @Galileo If the licensing allows it, will another community member please post a download mirror?
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Tiberius replied to Gameslinx's topic in KSP1 Mod Releases
I keep coming back for the videos and the amazing concepts! The effort and production value is so good@Gameslinx! That sunken alien ship is one of those things that makes planets seem alive! Is that the race that inhabited the solar system before Kerbals? It would be cool to see alien shipwrecks or structures from a past civilization on other planets! It reminds me of Halo, the Expanse, and other sci-fi stories. Lots of role-playing opportunities! Thank you for making this.- 1,650 replies
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@sslaptnhablhat Try downloading from the official Google drive mirror. Github downloads aren't always reliable. https://bit.ly/2XWUrVP
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@Galileo @OhioBob Were the instructions for how to enable the Esther flare changed? It originally said: I deleted that file, but the default sunflare is still present and the new flare is not enabled. The instructions in the post now read: However, there is not a SunflareMode.cfg file included in the download. I am using scatter. I've restored the original \JNSQ_Textures\Flare\Flare.cfg file and it currently reads: @Kopernicus:FINAL { @Body[Sun] { %ScaledVersion { %Light { %sunLensFlareColor = 1,1,1,1 %sunFlare = JNSQ/JNSQ_Textures/Flare/JNSQ.unity3d:sun_flare } } } } @Scatterer_config:FINAL { @fullLensFlareReplacement = False } @Scatterer_atmosphere:FINAL { @Atmo,* { @m_mieG = 0.9 } } Could you help clarify what I should change to enable the Esther flare? I'm having a blast with the mod! I really appreciate all the hard work you've put into this @Galileo & @OhioBob! The Mun looks amazing! It's the first body I've been to. I can't wait to explore more!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tiberius replied to Ven's topic in KSP1 Mod Development
@Kerbas_ad_astra https://imgur.com/a/nVk4yO6 -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tiberius replied to Ven's topic in KSP1 Mod Development
@Kerbas_ad_astra The latest dev version has the wrong attachment point for the bottom of the T45 Swivel engine and the decoupler shrouds also don't fully cover the engine. -
AVP still appears to still work in 1.4.4. I loaded craft files on Kerbin, Duna, and the Mun, and looked over the planets. There is a giant warning that Kopernicus, a dependency of AVP, is out of date. AVP itself probably doesn't need to be updated, but once Kopernicus is updated, it should be fully compatible. Until then, back up your save file and play on.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tiberius replied to Thomas P.'s topic in KSP1 Mod Releases
It still works with Astronomers Visual Pack (AVP) in 1.4.4. AVP doesn't add any new planets but uses Kopernicus as a dependency. Anyone using that mod should be safe. If you're using additional mods, or mods that change/add new planets, it may not work. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Tiberius replied to rbray89's topic in KSP1 Mod Releases
A new update! This is great! Thanks for your hardwork rbray. One small suggestion would be to massively increase the brightness of the shadows. They are just way to dark. I already hate playing KSP at dark, so making the daylight have similar issues is less than optimal. -
Thanks for your help guys. I deleted all my crafts with rover wheels, and this solved the problem for the smallest size double rover wheel. It was very odd because I had no active vessels and was making new rovers that weren't working. Somehow, hitting that button once on a craft and having it saved was enough to mess up all the other wheels. The other KF Small rover single wheels still do not animate or deploy properly, but they may never have worked correctly in the first place. At least the smallest wheels now work. I couldn't find that config file you were talking about though. Sorry for the bother, I've looked through the pages a few times, I must just be missing it.
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I'm have a bug to report. I was using the mod fine, as it was intended, but then I noticed there was a "deploy" feature for wheels. Perhaps it is unrelated, but after attempting to load a rover with the wheels un-deployed, all of the wheels are now broke. Most work as intended, but never deploy. They are stuck in the un-deployed animation. This happens on the tiniest double rover wheels and the next size up single wheel. No combination of deploying or reloading the scene will fix the problem. The wheels are seen folded up, suspended a few inches over the ground as they drive along. They also don't show the rotation or steering animations. Your mod worked fine at first, and without changing or installing anything else, a few days later started displaying this behavior. Thanks for any help or tips your might have! I'm really looking forward to using these wheels!
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Eden Prime is the first permanent Kerbal outpost beyond Kebin's system. Located 200 km above Tekto, the fifth moon of Sarnus, Eden Prime serves as a hub for Tekto and the outer planets. Tekto houses many of the elements required to sustain life beneath its dense forbidding atmosphere.
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KSPAPIExtensions has been updated for 0.90 and is awaiting official release by the author/moderators. Soon! friends