Jump to content

Dexter9313

Members
  • Posts

    96
  • Joined

  • Last visited

Reputation

5 Neutral

Profile Information

  • About me
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Original mod creator here, thanks for keeping the mod alive Whenever I get time, I can send you the old digital clock-like images if you want. Your screenshots seem to show some weird time zones compare to what I've seen back in the days. I'll try to have a look as well. The game's code might have changed a lot, but I know I have an old build that I carried across KSP versions that managed to keep consistent without rebuilding anything.
  2. Edit: Sorry didn't read the Changelog Any plans on reintagrating Remotetech support ?
  3. Hi, I have a question regarding radiations. Can you do interplanetary travel with default config ? I mean I launched a Jool mission yesterday, putting my kerbals in a maximum shielded pod and they got to 50% radiation a quarter of the way there, mostly due to space weather... After disabling space weather they still quite couldn't arrive to Jool. I disabled radiation altogether to finish the mission because I felt something wasn't right. I am obvisouly missing a mechanic here, how can I increase shielding more than the max shielding resource of the pod ?
  4. Oh yeah sorry, didn't notice that in the OP. Thanks.
  5. Has anyone managed to install both Kerbalism and DeepFreeze through CKAN ? There is an incompatibility between the two concerning BackgroundProcessing supposedly... DeepFreeze is only recommending it though. Is it a CKAN bug ?
  6. I just collected my first Mun Stone and it got transformed into data, is this the desired behavior ? I would have thought it would be like a surface sample of some sort. (And I have a contract to bring one back...)
  7. Since I updraded to 3.0, [X] Science! Continued stopped showing any science. Is it fixable on your side or should the mod author get the mod compatible with Kerbalism ? As I understand you have to modify how science works heavily, I hope it will remain compatible with a few science mods out there.
  8. Alright then ! That clarifies that. Wow I forgot about that and I have KER installed... Thanks
  9. Hi, absolutely wonderful mod ! I can't go back to anything else. I have just one request though, that's been done multiple times over this topic's pages and I still don't understand why you don't want to add the feature. Could you add the total deltaV of multiple nodes somewhere please ? I know we can see the list of deltaVs, but summing in your head can be quite tedious if you have to fiddle a lot to get the best trip deltaV you want. Two use cases when I really need the total deltaV : interplanetary travel planning from LKO (you need a lot of maneuver nodes - at least three - to get to the target planet's orbit, and deltaVs can be very large, you really need to check the total deltaV for the trip isn't exceeding your vessel capabilities if you travel on a budget) and tricky orbital changes (I'm trying to figure out what should be the best intermediate trajectories to go from one orbit to the other and Hohmann isn't always enough if you need inclination and/or argument of periapsis changes on eccentric orbits; so you need multiple maneuvers for that and trying to come up with the most efficient way of doing it without reading the total deltaV anywhere can require a lot of head computation...). You could add it at the end of the list for example if you don't have any room left on the window. Please consider adding it, you would save me (and not only me, once again it has been requested a lot) a lot of sanity !
  10. Just passing by to tell you you are awesome to continue this mod ! It's an absolute must have for me. Kudos
  11. It can't be that because my fix only involved adding the file extension and not changing the file names.
  12. I am indeed using Linux, but it shouldn't matter as far as I know (I don't think Windows allows file referencing without extension either, so that's a plugin problem and not a system problem I guess). So yeah, I should post this in the Kopernicus thread because it looks to me that it's a bug about the way Kopernicus loads files. It's just that I had a problem with your mod in particular so I posted here first. Anyway, keep up the good work, your mod is great, I love it !
  13. They all are in .dds in GameData/OPM/KopernicusConfigs/OuterPlanets/PluginData . (The textures that didn't show up were Neidon_color.dds, Urlum_color.dds and Sarnus_color.dds, but there could be more that I didn't notice, I'm not used to what the planets are Really supposed to look like.)
×
×
  • Create New...