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About Laguna

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    Sr. Spacecraft Engineer

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  • Location Beta Hydri
  1. Yep, that was bound to happen with Roverdude making the parts, they're going to resemble the original stock parts (and his own MKS parts) rather than the Porkjet parts, let alone something from FASA, Blue Dog Design or Raidernick.
  2. The only things that would get me hyped would be: > No more memory leaks and stuttering and other bugs and an SAS that works again. > Graphics overhaul > Rocket part overhaul > Career mode overhaul If you're a non-English speaker, ok, good news for you. For me, it's a big yawn, sorry.
  3. @NecroBones, Yup, that's exactly what happens, one dome looks and switches like normal, the other is Z-fighting. I'll go ask in the IFS thread too.
  4. Ok, I'm experimenting with manual part welding to make custom spacecraft out of existing parts, and I thought I'd weld a Mk1 parachute into a descnt pod I'm making out of a nosecone from MRS. All I've done is include the part MODEL and all the chute modules from the Mk1 .cfg. Well, the chute can be operated like normal, it shows up on the staging stack, the deploy parameters can be adjusted, and it does deploy when staged. The problem is that it doesn't work like normal. When semi-deployed, the pod and chute turned to near horizontal and actually started climbing. The F12 aero overlay showed a strong body-lift line from the pod. After a while the pod started descending again, but when the chute fully deployed, it turned to a 45-degree angle, with the overlay showing equal-length drag and body lift lines 90 degrees apart. The pod never got into the usual vertical retrograde-pointing position. Putting a regular separate Mk1 chute on top of the pod works just fine, so there's something about welding one into a pod that's screwing things up, and I don't know what it could be.
  5. @NecroBones, I'm trying to make a part using two of the FTP dome tank models manually welded togther, but only one of them gets the texture mesh and switching capability (using IFS). Is there a way for the texture meshes to be applied to both of the part models, either individually or collectively? Simply including a second mesh-switching module doesn't work, just duplicates the variant buttons.
  6. @Sigma88, Ok, don't laugh , but this is a question about SD 0.4.3 with Kopernicus 0.6.2 in KSP 1.0.5 (don't ask either ( ). I noticed a bunch of exceptions showing up in the Alt-F2 debug console. Suspecting it might have had something to do with Kopernicus, I removed all other mods, but then no exceptions showed up. Adding in SD made the exceptions appear. This was even without my Kopernicus or SD change .cfg files being loaded, just the mods themselves. SD does appear to be working fine, the changes did work when I load them, but I am alarmed by the exceptions. Are they harmless? Screenshot of the debug console: KSP Log is here. Output Log is here.
  7. @NecroBones, Ah, thank you, so that's what that section does! Never really looked that far. So I just need to copy the ones I don't want into the part where FTP is present and appearance switching is turned on?
  8. Yep, Kopernicus is installed correctly, as all my other changes (moving stuff around, adding stuff via cloning stock moons, changing orbits) show up as expected. I saw the "FOR[]" line in the older post, was a bit confused about it. Does it go in the main "@Kopernicus:AFTER[Kopernicus]" line at the top? And what name do I use? I did Hyperedit a probe to Laythe at a 100K orbit. At first I thought I saw more land, as there was a blur of brown below the probe. Increasing the otbit to 400K though made things look like the normal stock appearance. I also tried to use Kittopia, but got lost in it, couldn't find where to adjust VertexHeightOffset in the 5 million () PQS setttings.
  9. @The White Guardian, A Google seach brought up this post of yours, as I'm trying to lower the sea level of Laythe, the goal being to make more land visible--that is, if such a thing is even possible. I used your example, but there was no visible change to Layhe, whether the offset value was 100, 1000 or even 5,000. Here's the entry in my Koperncus .cfg:
  10. @NecroBones, Is there a way to have only specific meshes from Fuel Tanks Plus show up as options, or even use just one texture, e.g. the Black and Soyuz ones or just the Saturn one? I'm making some custom parts using the stock fuel tanks models, and I'd like to to have only certain FTP textures be used for them. Simply deleting the unwanted ones from the "objects = " and "objectDisplayNames =" lines in the MM patch files I've made didn't work, the mesh is broken, with the Z-fighting result of what appears to be all the textures trying to be displayed at once. Restoring the lines to the orginals, with all the mesh options, made things work again.
  11. Claw's bug-fixing-by-mod is what got him hired for the 1.1 and 1.2 development. He knew his stuff. And many of hix fixes and extras are now stock in 1.2 Of course, he's seemed to have disappeared post-1.2 release, so who knows if he'll ever continue this mod. Or even just do a 1.2 version as a last service to the community.
  12. Beyond HarvesteR (obviously losing the original dev of KSP is huge), the group of devs who left included ones who were among the top KSP modders when they were brought on. Most notable were NathanKell, Taniwha and Claw (I'm not familiar with Mu's KSP history to say anything accurate about him, though I suspect he was NK's equal), who worked on the basic mechanics (or "guts") of KSP. That's what worries me a bit about the new people being hired, they don't seem to be KSP modders or maybe not even familiar with KSP. It would explain why the 1.2 patch versions have been pretty light on anything substantial, and consisted of pretty minor fixes, i.e. "low-hanging fruit" stuff. The terrain seams are still a problem, the SAS still acts wonky in some situations, and there's probably more big issues left, which might be beyond the skill of the new devs to fix right now.
  13. Yes, @linuxgurugamer does it again! Thank you very much for doing this, this was literally the last mod I was waiting for to be updated for 1.2.x I'm altering the tech tree for career mode so that the command seat is the only way to do manned flights (to put it loosely ) at the start.
  14. All those who had promised such things are now gone from Squad. The new crew hasn't promised anything...yet. Because these artists are not 3D game part modelers like Porkjet and Roverdude, but do art for things like the static displays, game trailers and other publicity stuff. Porkjet was the main guy, and he's of course gone now; Roverdude is more into the anciliary stuff like the ISRU parts, radiators and now the new antennas in 1.2, don't think he's going to (or is even willing to) take over Porkjet's role. Completely unsolicitated, I nominate @Kartoffelkuchen to replace Porkjet as the new rocket part guy.
  15. Yes, please, and thank you! What's one more mod to maintain? This is what I use for docking help as well, as it provides the "missing piece" in the navball.