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LostOblivion

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Everything posted by LostOblivion

  1. Yes, I pass on continued work on the mod to @zer0Kerbal who I'm sure will do a good job. This thread may now be closed. Thank you.
  2. Good work! I'm happy to see that my small mod can continue to bring joy through @zer0Kerbal's continued efforts. I wish him thanks, and the best of luck.
  3. You have my blessing. @DasSkelett and/or @HebaruSan may update CKAN if @zer0Kerbal chooses to adopt the continuation of the mod. I've submitted a ticket to CurseForge to have them set my user at CurseForge (LostOblivion88) as author of the mod since it was set to an auto-generated/migrated user. https://www.curseforge.com/kerbal/ksp-mods/oblivion-aerospace-pack Anything else I need to do?
  4. Seems to me KSP crashes on 1.3.1 with TACLS installed. If I remove it, the game loads.
  5. For me it was ThunderAerospace (TACLS) that crashed the game. Once I removed it, the game loaded for me.
  6. I just use Git to backup. Since Squad were smart and use text files for all the saved games. :-) Have you added toggle pitch, toggle yaw, and toggle roll as action groups? I don't understand why simply all actions can be put in action groups.
  7. Fantastic map! May I request LKO to KTO (geostationary Kerbin transfer orbit) be drawn? Edit: Should be 435 m/s delta-v less than GSO, which is drawn.
  8. Feature request: In engine mode, you know that arrow showing the direction the vehicle will travel offset from the marker showing which way the vehicle actually points? For rockets, these will usually align, but for, say, space shuttles, this will be slightly offset. Since the data is already there, would it be hard to show this offset angle in degrees?
  9. Why do the decoupler parts not have a decouple module on them, making them useless?
  10. Great, thanks. Are there any patches for the RT parts that puts them in the stock system? Edit: Nevermind, I didn't find any online, but figured my save only used two of the RT antennas, so I made two MM patches for them based on the new stock surface antenna and the DTS-M1. +PART[SurfAntenna] { %name = RTShortAntenna1 %MODEL { %model = RemoteTech/Parts/ShortAntenna1/model } -mesh = none %scale = 0.1 %specPower = 0.1 %rimFalloff = 3 %alphaCutoff = 0.5 -rescaleFactor = 1 %node_attach = 0.21, 0.0, 0.0, 1.0, 0.0, 0.0 %title = Reflectron DP-10 %manufacturer = Parabolic Industries %description = When moving this antenna to a test site, engineers always forgot to turn it on. Frustrated with having to walk back and forth, they had this antenna be active by default. %attachRules = 0,1,0,0,0 %mass = 0.015 } +PART[mediumDishAntenna] { %name = RTShortDish2 %MODEL { %model = RemoteTech/Parts/ShortDish2/newss5 } -mesh = none %scale = 0.1 %specPower = 0.1 %rimFalloff = 3 %alphaCutoff = 0.5 -rescaleFactor = 1 %node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 %node_attach = 0.0, -0.225, 0.0, 0.0, -1.0, 0.0 %title = Reflectron KR-7 %manufacturer = Parabolic Industries. %description = Locals complained about their missing garbage lids, so our engineers quickly developed an alternative. Matching performance with the SS-5 for only double the cost! %attachRules = 1,1,0,0,1 %mass = 0.05 } Even though I'm switching to the stock system now...thanks for making this mod, can't wait to try out version 2.0!
  11. What is the best way to migrate from RT to stock system, keeping all RT parts?
  12. I love that you're working on fonts. Fonts looked great back in 0.25 when that intern had overhauled it and made it look consistant across all screens.
  13. This forum section is stricly for grumpy Europeans, not happy Canadians! Please leave! Lol... :-)
  14. I doubt anyone thinks that at all, I certainly don't.
  15. I guess this is one of the differences between indie devs and traditional game development companies in which the publisher usually controls official statements. Indie devs feel closer to the players and want to publish news as soon as they hear it themselves. This is great and I love it, and Squad is really great at this. :-) So generally I wish Squad huge amounts of kudos for their “closeness” and sense of responsibility to their, in lack of a better word, fanbase, but this only goes to show that sometimes things can slip because of it. It's OK, me and my friends will simply have to find something else to do today and come together for a KSP-party in two months time instead...
  16. OK, I stand corrected, however Squad was the ones who announced the release date.
  17. Aw, crap, seriously? I'm going away for two months tomorrow and me and my friends had planned an evening playing KSP on my PS4 tonight ever since the release date was announced, and now we find out it's not coming? That's fine, it's not the end of the world, but this says something about Squad's view on their customers outside North America... Edit: Or at least Sony/SCEE, who should have notified Squad that they were lagging behind on legislation so Squad in turn could have notified their customers.
  18. Here's a good one with Spacey music.
  19. Am I the only one that thinks the UI is really borked in 1.1.2? Text, icons, text cursor, and lots of other UI elements seem blurry now, like a weird anti-aliasing has been applied to them. The UI used to be crisp and the font size consistent, now it's all over the place. A typographist would be sad.
  20. 1.0.5 seemed really polished. 1.1, not so much. Squad needs to fix the UI scale, right now it is completely out of whack, with different elements not scaling well with others, like the top right VAB icons being scaled down a bit causing them to blur.
  21. Indeed. I like SpaceDock and have no need for another mod site as well. And to make a suitable analogy to real life, the competition between the Soviets and the USA during the Space Race most likely hadn't happened if Kennedy hadn't been shot. He were in fruitful talks with Khrushchev about Soviet/US cooperation in going to the moon, but when Nixon took over Khrushchev didn't trust the new president, so the talks died and the competition took off. :-)
  22. I'm currently trying out Real Solar System (RSS) without Realism Overhaul (RO), and mostly play with stock parts and TweakScale. I understand that RO includes some mods that do a lot with fuels and engines that are more balanced for real rockets, such as increase TWR and ISP on most engines, however, what are the most obvious such 'nerfs' Squad has done to make the stock parts work better with the small size of Kerbin and the stock KSP solar system that are addressed in RO? Said in other words. RO makes most things harder, such as limited engine ignitions and requirements to fuel ullage, to make things realistic, however, I'm interested in the things that are actually unrealistic in stock, that makes it easier or even impossible to play in RSS wihout RO. Are the stock TWR on engines too low? Are the stock ISP on some engines too low? Is the stock fuel less dense? Are some stock parts way too heavy?
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