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Everything posted by FiiZzioN
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That may be the case, but what about when players go about it in an RP aspect? Some players, such as myself, will carry fairings higher not only for aerodynamics but as "payload protection". If you go about it that way, you tend to jettison fairings, either stock or procedural, around 35km (or higher) when you are just about to enter or are in the vacuum that is space. Of course, this depends on the type of player as I've seen some people jettison at 30km, some as late as 45km or 50km. Well, that's my take on @tater's original question anyways.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Seems you're having the same issue (#68) that @NathanKell was or may still be having. When running KSP with no startup parameters or, IIRC, OpenGL as well, you don't get this issue. Sadly, I don't have the knowledge, skill, or required programs / items needed to make parts, so I have no idea what could be causing these problems. Now, if you need something accomplished via MM or with config files, that's my forte, if you will . The one good thing about this, though, is that this particular bug has no negative effect on gameplay other than immersion. Shoot, I don't even know if I'd go that far with it seeing as how you might see them for 5 - 10 seconds before they're out of sight, if that. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Here's the Science Jr fix. It'll be added officially in the next update. Instructions on what to do are included in the post, enjoy! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Most of the stock panels are still there, but yes, they have been altered. The picture below are all of the stock panels plus the Stock Revamp altered ones. Also, the panel texturing was Ven's choice I think, but don't quote me on that one. I currently have the older blue textures installed because they go much better with Nerta's NearFuture Solar pack. If you want older blue textures back, I can send you a PM with a download link and instructions on where to place them if you'd like. I'm sorry that the panels have been altered, but, personally, I find these much better than the unaltered panels. To each his / her own. Stock + Stock Revamp panels with the older blue textures: -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
If you're still having issues, you may want to post a list of mods you're currently using, this way we can see if anything's conflicting. One other thing that you can try is installing the mod "HotRockets" or "RealPlume" to see if you're able to get those plumes to work. Also, you said you'd like to see the solar panels reverted to their original size. Could you post a picture of what they look like in your install? The reason I say this is because, after playing this for wayyy to long, I see no difference in the panel's size. This mod adds a few different panel choices that compliment the stock panels. Now, if you're talking about the big, flat panel, it was added in via the official AstroidDay mod. If you don't have that mod installed, StockRevamp adds secondhand versions of those very parts from the AstroidDay mod until you install the official version. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Even then, there is no possible way that he'll (porkjet) be able to rework everything that has been updated in this pack in one release. The parts here have been of high quality from the start, unlike SQUAD's, which, as you can tell since they are all having to be redone, has not always been the greatest. Most people that make mods either excel in one of two areas; you're either good at making models and ok at texturing, or it's the other way around. The thing with this pack is that I find that not just the textures, but the models as well far succeed almost all of the parts that have officially been released to date. Please know that this is just my personal opinion and doesn't represent what anyone else thinks. Everyone has their preferences; this mod here is mine. -
@Pirke, instead of altering the save file, just use the ALT+F12 menu, select contracts, and then press the "Complete" button for the bugged contract (I've had a few in my time...). Much easier and much safer that way then having the probability of removing the wrong thing in the save file.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Ok, @Ven, there should be a pull request that'll fix the Science Junior / Materials Bay radial attach point + the top and bottom node to make the spacing a bit more even. __________________________________________________ As a temporary fix, I've gone ahead and uploaded a patch that will fix the Science Junior's radial attach anomaly. I'm just putting it here so people can use it until there's a new, official release of VenStockRevamp. The file that needs to and will be fixed through this download is the "Utility.cfg" file located at: "GameData\VenStockRevamp\Squad\Parts". Simply install this like any other mod. It should ask if you want to replace one file - "Utility.cfg". Here's the download link! This little fix is being hosted Google Drive. Since it isn't used as much, as say, Dropbox, people aren't as familiar with it. So, if you can't find the download button, it's at the top of the page - dead center. I hope this small fix will help someone! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
I can also confirm the Materials Bay attach bug. Thought I'd add another confirmation, also, once I pinpoint where it's flubbed I'll submit a pull request to fix it if there already isn't one. -
[1.3] The Plugin Workshop - Small plugins of varied function
FiiZzioN replied to Crzyrndm's topic in KSP1 Mod Releases
I absolutely love the Variable Thrust Limiter, so brilliant! I've always hated how I couldn't alter their thrust after I got that initial boost that I wanted causing me to hit mach 1.5 at 5 Km... Shortly after that I'd end up with shock heating because you can't change the grain, grain amount, or pattern in stock to hold back from going an absolutely bat-excrements insane speed not 25 - 30 seconds after liftoff. Seriously, this is the type of feature that needs to be implemented into 1.1 whenever it's released. It's not a confusing element, it doesn't conform 100% to realism but it's way better than what we have now, and finally, it just flat out improves gameplay. I mean, why not, it's pretty much always a good decision to add a feature that allows the player even more freedom when designing his / her vehicle. You should be be quite proud of that little plugin! I've never seen another mod that attempts to reproduce what you've done here. I'd love to see some more development where, instead of just throttling down via percentage of fuel and the current thrust limiter, to where you could choose your own thrust curve after a given amount of time. Say I want 100% at liftoff, a slow decline of 1% or 2% per second for 10 or 15 seconds, and then after that have a steeper decline. That may not be the optimal thrust curve, but I'm mainly just giving an example. I'd love to see it implemented, but it's obviously not my plugin, nor is me that has to put the work in to figure out how to accomplish it in game. Anyways, sorry from the rambling! It's just such a great, small mod, but adds so much. Thanks, @Crzyrndm! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
I'm not seeing any of the issues mentioned with either engine under a very, very heavily modded install... Do you have HotRockets or RealPlume installed? I've seen others have issues in the past with something missing whether it be SmokeScreen, specific HotRocket configs, or the stock RealPlume addition. Almost everything installed has been touched in some way though, whether it be texture conversion, reduction, Custom MM configs to fix personal gripes, etc. So, it may have been accidentally fixed in my install but I highly doubt it.. -
[1.0.5 - 1.4] Colorful Fuel Lines, 0.3.3 (2018-03-12) :)
FiiZzioN replied to NecroBones's topic in KSP1 Mod Releases
Ven'sRevamp will now overwrite this if you have it installed as it now includes it's own fuel line texture (and IIRC it's also further down the file tree alphabetically). CFL will work fine if Ven's isn't installed though as expected. I meant to post this earlier in the week when I was getting my install ready, but I accidentally forgot upon fixing other conflicts.- 37 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
For anyone that uses Connected Living Spaces you may have noticed that some parts that should be passable, simply aren't. Well, this is because of a simple mistake in the patch currently included with the 1.9.1 release. As it stands now, I currently have a pull request waiting to be merged with the main branch, which, once merged, any further releases with the CLS-Patch will work correctly out of the box. As a temporary fix, I've gone ahead and put together this small patch so you can already use it during the waiting process. Simply install it like any mod. If installed correctly, you should get a notification asking if you want to overwrite one file. Once you click yes, you'll be good to go! Here's the download link! This little fix is being hosted Google Drive. Since it isn't used as much, as say, Dropbox, people aren't as familiar with it. So, if you can't find the download button, it's at the top of the page - dead center. I hope this small fix will help someone, and happy holidays! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
I don't use CLS, but I think this will fix the problem. Just place it anywhere in your GameData folder and you should be fine. Here's the link to the config. The download button is at the top of the page in the middle of it. Go here instead! This fixes this problem as well as much more! -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
FiiZzioN replied to NecroBones's topic in KSP1 Mod Releases
You fixed it here plus I made a pull request to remove the duplicate entry, so all should be good from here on out. I don't know why I didn't look in Ven's folder first. I just assumed it was this because I remember not that long ago you made a compatibility patch and I thought it may have needed updating. Sorry for the mix up.- 356 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Thanks for that! Created a pull request that will remove the duplicate once merged. I didn't even think to look there before I went over to CCC! -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
FiiZzioN replied to NecroBones's topic in KSP1 Mod Releases
I'm currently running into the issue of when I use the smallest stock 2.5m tank (I forget the name) I get textures trying to overlap. I use VensStockRevamp and in the previous versions they worked fine together, but with the recent changes in Vens I think that tank is clashing again. I hope I provided enough info, but If you need anymore ask away- 356 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
I've used RealChutes and Vens for the past 4 or 5 releases and never had any issues... I'm currently playing the game now and the docking port with parachutes plays just fine with RealChutes. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
Thanks for the help guys! It seems the culprit was ChopShop. On a completely different topic, @NathanKell and @Ven, do you happen to know when some price balances will come to the new parts? For instance, the quad Nerva is $10k, the same as the regular Nerva. It seems that it should be $25k or more. Another not is it's lighter than I thought it would be, but that's just an observation. Once again, my jaw has hit the floor! This is some QUALITY work, I can't put words together to show how impressive this pack is. Keep it up! -
[old thread] Trajectories : atmospheric predictions
FiiZzioN replied to Youen's topic in KSP1 Mod Releases
Any idea when a FAR compatible version will release? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
FiiZzioN replied to Ven's topic in KSP1 Mod Development
I have to ask, is this mod the culprit? If not then I got some searching to do... -
[1.0.5] Heat Management (No longer supported)
FiiZzioN replied to Randazzo's topic in KSP1 Mod Releases
Thought so! Better safe than sorry -
Sorry about that, I normally post in the addon's section. My lack of forum knowledge is showing, lol! Also, thanks horseman!
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When we went to this new forum, there was a conversation asking about rep and if it would still be there. Well, here we are and we now see it below our names. My question is where do I go / what do I have to do to give others rep now?
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
FiiZzioN replied to HoneyFox's topic in KSP1 Mod Releases
Sounds good, but I'm not quite I want to get into and use real fuels... I'm busy enough working with my game getting it to play how I want without adding another mod into the mix. Adding another to the mix, especially RF, would be a bit of a pain since it's kinda complex to someone that's never used it. Thanks for the info nonetheless!