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lodiped

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Everything posted by lodiped

  1. So I have a suggestion, or a question (I searched for "cargo" and "bay" and didn't find anything itt). I have a Mk2 Cockpit attached to a Mk2 Cargo Bay. Inside the cargo bay there's a Mk1 Crew Cabin attached. But because the game seems to think the mk1 cabin is not attached to the cockpit, opening the cockpit's backdoor in IVA to traverse to the crew cabin (that is inside that cargo bay) is impossible. Is it at all possible to make it so this situation could work? Like making it so when a cargo node that is connected to a cockpit node also has a freeIVA part inside connected to that cargo node, it allows for traversing.
  2. That's... the same amount of scattering as KSP1... Have you seen Parallax? I mean...
  3. Reading the first few posts on this thread is really something lmao this sucks
  4. What are you talking about? Literally everybody knows the COD code is absolutely bloated. And it's not even their fault. They need to churn out so much detail they can't even begin storage optimization. KSP is nowhere NEAR the amount of clutter COD has. Also, who said anything about COD itt? I know it's EA but the truth is this game is not optimized as of yet. And it doesn't look nearly as good enough for the specs it's asking.
  5. Would someone please post a little video demo? I know it has been asked before but I'm asking again. And @linuxgurugamerI absolutely love your work but please post examples videos/pictures in your threads pleeease, dude, lmao.
  6. ok so how the hell do i find Mun Stones in the midst of all the jaw dropping beautiful rocks? man... this gonna be trouble lol
  7. I don't really use CKAN. I'm used to installing things manually forever now. there are a few mods before these (didn't fit the print): 000_Harmony, 000_USITools, 999_KSP-Recall, AstronomersVisualPack, B9PartSwitch, BoulderCo, CommunityResourcePack
  8. I have no smoke coming out of the BACC Thumper after installing this mod. I'm running ReStock with all dependencies installed (it all worked fine before this mod). I didn't delete anything after installing it as I was reading from a post back a few pages.
  9. I'm using 1.12.2 and it seems like I have a problem with the skybox. I think what's happening is related to the game never really "getting into space" as it originally does, so the graphical mods (not sure which and where) doesn't kick in to show the skybox background properly when reaching space. Does anyone know how to manually make the skybox visible again? Or if there's any setting I might have to tweak? (is it even a mod thing or is it present in vanilla as well?)
  10. So I've been using this mod with ReStock in 1.12.2 and for some reason only when I reenter with the 2.5 Capsule the effects don't show up. They show up in every other capsule I've tested, and also in every separate piece. Is there some kind of known incompatibility or bug with ReStock or the 2.5 Capsule/heatshield?
  11. So I have KAS but because of breaking ground I thought I wouldn't need KIS but this contract showed up and I'm a little bit confused, is there a way to attach things in KSP without KIS? Am I missing something? Edit: Ok, nevermind. EVA construction came with the 'Loading...' patch, just press i with an engineer.
  12. Just an update: I deleted the mod and that particular cfg file and played a little with stock aero. The next day I reinstalled FAR and it just worked. I tried replicating the flight I noticed the bug but I wasn't able to. So... yeah. Weird but alright, it's perfect now.
  13. This is what's in it: @FARAeroData:FOR[FerramAerospaceResearch] { %massPerWingAreaSupported = 0.040000000000000001 %massStressPower = 0.84999999999999998 %ctrlSurfTimeConstant = 0.25 %ctrlSurfTimeConstantFlap = 10 %ctrlSurfTimeConstantSpoiler = 0.75 !BodyAtmosphericData,* { } BodyAtmosphericData { index = 0 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 1 viscosityAtReferenceTemp = 2.0000000000000002E-05 referenceTemp = 288 } BodyAtmosphericData { index = 2 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 3 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 4 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 5 viscosityAtReferenceTemp = 6.9999999999999994E-05 referenceTemp = 194.5 } BodyAtmosphericData { index = 6 viscosityAtReferenceTemp = 6.9999999999999994E-05 referenceTemp = 194.5 } BodyAtmosphericData { index = 7 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 8 viscosityAtReferenceTemp = 8.6378063581472534E-06 referenceTemp = 288 } BodyAtmosphericData { index = 9 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 10 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 11 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 12 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 13 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 14 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 15 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } BodyAtmosphericData { index = 16 viscosityAtReferenceTemp = 1.7893999999999998E-05 referenceTemp = 288 } } I don't know much about how FAR works but could these numbers mean much in relation to the "no drag" situation I mentioned?
  14. wait so I'm not supposed to have this "Custom_FARAeroData.cfg" in my folder?
  15. So it seems like my game doesn't have any aerodynamics at all. I think it worked fine earlier. I downloaded some basic mods for the latest 1.12.2 version and then tested the game. It worked just fine and FAR was one of those mods. After a few hours I downloaded a whole bunch of other mods and tried testing it again. It seemed to be working fine until I started reentry and realized I wasn't slowing down at all! The reentry heat was there, my ablator was tearing up just like normal but I had no drag. So I tested launching an airplane and this is what I found out with the F12 overlay: No drag, no lift, nothing... So before I start digging through GameData for hours I thought I'd ask if there's any known incompatibility that may cause this. This is my mod folder:
  16. Same thing here. I don't have KAC installed and when I click start, it opens up but the start button is still there and nothing happens. I do have Kerbalism which is something I thought was messing with it.
  17. Quick question: I have the 3465 version installed for 1.7 and I'm currently on a career save. If I update to 3466 by deleting the Nereid folder (3465) and placing the new Nereid folder (3466) in there, will my career save be ok?
  18. Any news on the next update? Is it working with 1.7?
  19. Except I pretty clearly did not say that, did I? If you read it, carefully this time, you will realise that I support selling stuff... that doesn't belong in the core of the experience. Like I said, if a company wants to sells aesthetical things after the full release, then do it, there will always be content for it. By your standards, bugfixes and patches should be behind a paywall too, shouldn't it? They're working on a product and they need to sell the product... So, do you want a functioning game after you bought it??? Well, buy the bugfixes too, of course. That's how the industry works! I mean, I get it, man. Yeah, I get it, I really do. Yeah, yeah. So you go in to buy a candy, you get out of the store and when you open the candy you see there's only half in there, "oh well", you think, "it's one of them candies, isn't it?", so you go back into the store and give the guy another buck so you can finally have the full candy you originally paid for. That's very reasonable, of course. :sigh:
  20. You guys totally missed the point. While previous updates were all inside the base game or only added varied parts (which is totally ok, like I said in my post), this update will be restricted to the DLC and will add a whole bunch of substantial features. IF and only IF infernal robotics or SEP use just one small item of this update in their updates, it could potentially mean people would have to buy the DLC. Of course they have all their ground work done and I hope they won't migrate to use ANYTHING AT ALL from this DLC. But on the other hand, having something based off of the stock game is very inviting for potential new modders and even for old mods I imagine. It's very difficult for me to make somewhat bad regards like this about a game I love so much but hopefully you guys can see where I'm coming from.
  21. So... Basically... If new players look for mods regarding robotics and surface experiments from 1.8 onwards they'll be (practically) forced to buy the DLC? Well, isn't that just... great. I get it. How can you make content as a company without making an at least reasonable income, right? But... You guys could've gone for the aesthetical bandwagon and make just as much (maybe?) without having to force people to buy stuff to get the full experience. It would be awesome to have a little shop with varied suits and skins for parts, maybe even flags and custom kerbals. I just can't look at something like this DLC and not think you guys are being a bit of a villain in the industry. I love KSP and will keep playing it but I'm kind of sad to see it go down this way.
  22. Guys, I love kerbalism and can't wait for the update. My question is: Will the Nehemia KEES experiments work in the upcoming science system? If not, is it something easy to edit in the mod (in Nehemia, that is).
  23. I gotta say it's very sad that this mod is tanking my fps. I consider this an absolute MUST for playing KSP. Eveytime I hop on it for a new playthrough I immediately download realChutes, Scatterer and AMR for this vanilla++ experience. I don't usually post here but I feel like this is a problem that really needs fixing. I wish I knew how to code bacause I see how small this mod is (at least on the cfg) and yet I can't just start changing stuff without knowing better. I really wish you guys can help fix this issue because this mod, for me, is one of the best ones out there.
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