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Christoph Lipka

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  1. Apparently, both the Jool and Ovok orbits are unstable with Principia, and need fixing. You may want to read this thread:
  2. Is this mod still alive? Is there any experience with using it with KSP 1.11?
  3. Would it be possible to provide a kind of "authoritative workaround"? Some .cfg that can simply be plonked somewhere in the GameData directory to fix the single-nozzle Poodle by sacrificing the four-nozzle variant?
  4. What's the status on the misplaced plume on the ReStock single-nozzle Poodle? I gather that it is a "known" issue, but I can't find any authoritative info on whether it is intended to be fixed, or why not. I really love the look of the single-nozzle variant, if it wasn't for the bugged plume.
  5. Sorry, should have mentioned before: KSP 1.11.1 OPM 2.2.9 Kopernicus release-1.11.1-38 CTTP 1.1.0.4 Other mods (excluding CKAN auto-installed dependencies for brevity): B9 Part Switch v2.17.0 Click Through Blocker 0.1.10.15 Community Tech Tree 3.4.3 Docking Port Alignment Indicator 6.9.2.2 Editor Extensions Redux 3.4.2 Kerbalism 3.13, Default Config 3.13 Near Future Aeronautics 2.1.0, Construction 1.3.1, Exploration 1.1.1, IVA Props 0.6.4, Launch Vehicles 2.1.3, Propulsion (Xenon HETs) 1.3.3, Solar 1.3.1, Spacecraft 1.4.1 Raster Prop Monitor v0.31.4 Rational Resources 1.17.1 ReStock 1.3.1, ReStock+ 1.3.1 Smart Docking Aid v1.1.0 Stockalike Station Parts Expansion Redux 1.4.0 Waterfall - Restock 0.2.1, Core 0.6.3 Zero MiniAVC 1.1.0.1 (Also installed were two custom PNG flags, only one of which I was actually using, sized 512x320 pixels @ 32bpp and featuring alpha channel transparency.)
  6. CTTP is listed as a dependency in CKAN, so I wouldn't even know how to install OPM without.
  7. I just added OPM to an existing KSP install, and it seriously messed up visuals, covering my vessels with dark diffuse bandy blotches, which shift based on vessel orientation, resembling overly fuzzy shadows in their behaviour. To my semi-trained eye, it all looked pretty much like someone had cranked down shadow resolution by orders of magnitude and maybe threw in a blur filter for good measure. Is this something that's been observed before in conjunction with OPM? If so, are there any known fixes or workarounds for it?
  8. Does anyone know a way to make B9 Part Switch cooperate with Real Fuels to switch between variants with different tank volume? Specifically, I'm trying to get the LV-601-4 Orbital Maneuvering Engine Cluster from Near Future Spacecraft to work with Real Fuels. The part uses B9PS to swith between a variant with tanks and one without.
  9. Is there a way to make Real Fuels work nicely with parts that use B9 Part Switcher to add/remove tanks? Specifically, I'm looking at the LV-601-4 Orbital Maneuvering Engine Cluster from Near Future Spacecraft, which originally runs on MonoProp, and has variants with or without inbuilt MonoProp tanks. (The probe tanks from Near Future Exploration present with a related problem, as they use variants with different fuels, but since this just switches content it seems to be reasonably easy to work around, by just letting Real Fuels do the switching and degrade the variants to mere optics.)
  10. Yeah, I'd probably have figured that out way earlier if the ReStock+ description at the top of the thread made any mention of this fact whatsoever. What's up with that, anyway? If a mod says it "adds parts" to "fill in niches", I don't want it to mess with the game balance of existing stock parts. Least of all if it doesn't make any mention of this on the tin.
  11. Well, turns out I was mistaken, but there's still something seriously odd about the `RT-5 Flea` and `RT-10 Hammer`, because when I install ReStock... ... they suddenly grow gimbals!?!
  12. In the list of revamped parts at the top of this thread, could you possibly add information which parts are actually replaced (in the sense that they get a different internal name), such as the RT-5 "Flea" and RT-10 "Hammer" boosters? That might help a lot in adapting other mods to work with those parts (e.g. Real Fuels).
  13. Sounds like the symptoms I'm currently struggling with: In the editor, I can't drag & drop items from the part list into container inventories; I can drag & drop stuff once it's mounted on the rocket, but that workaround does not work for the screwdriver (which I guess is pretty essential; I'm just beginning to experiment with KIS), since it can't be mounted to the rocket. Like eightiesboi, I have Deadly Reentry installed, but not Stock Bug Fixes. Since I'm using CKAN, I don't know if simply throwing in the newest patch is an option for me. Any ETA for it to make it into CKAN?
  14. Yes, yes -- that's exactly the type of ride I'm talking about Of course we need the possibility to strap a rocket engine to its back, just for the freakin' sake of it.
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