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Everything posted by Galatea
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There might even be a new part or two. Still fixing a few things. Some of the parts depended on Squad textures that are no longer present, so I need to find a new texture, then redo the UV maps on those parts, which I can do since I have the Blender files for all the parts, but it'll take a bit of work. Also, the colliders on the hex frames are a bit messed up. I may just redo those from scratch.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Galatea replied to Orionkermin's topic in KSP1 Mod Releases
I love this! Just wanted to note one "documentation bug": the Corvus Supply Tank description says it "carries more monopropellant than the standard RCS tank of the same diameter." In fact, it contains 20% less, 200 units vs. 250 in the stock FL-R25. Not that I think that's too little, just noting that the description is incorrect. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Galatea replied to erendrake's topic in KSP1 Mod Releases
list engines in engineList. Knowing the "type" wouldn't be helpful anyway, the "type" for engines is "Part". The way to figure out if they're engines (if the preceding handy command didn't already exist) would be to check if the part's modules included ModuleEngines. -
[20/05/2015] LV-2N & LV-4N Nuclear Engine Clusters
Galatea replied to Kommitz's topic in KSP1 Mod Releases
Yay! My favorite engine maker is back in business! Your nuclear parts always give me a warm glow... -
I don't know if it'll work, but did you try the one linked here?
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Yup! Not everything in KSP needs to be super-realistic. Sometimes it's fun to just have fun with crazy and fanciful ideas.
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Beautiful! Must try these out...
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Galatea replied to cybutek's topic in KSP1 Mod Releases
Hi! Just noting that this bug still exists in v1.0.15.0. -
With the move to mandatory progressive mode, we seem to have lost the ability to make robotic space factories, since only kerbals provide productivity (the workshops just act as multipliers). While this move will no doubt slow down the impending robot apocalypse by preventing machines from making more machines themselves, that's only delaying the inevitable. Could you possibly create a way to add & set the productivity of probe cores, to allow our robotic companions to once again contribute to the conquest of space? Thanks.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Galatea replied to cybutek's topic in KSP1 Mod Releases
I absolutely love this mod! But I seem to be seeing a bug in the HUD latitude displays. It won't display my latitude if it is south of the equator, but not a full degree south. Basically, everything from 0°0'1" S to 0°59'59" S is displayed as N instead. -
My apologies if this is already known issue, but I was trying to use the BZ-52 Radial Attachment Point yesterday and it kept scaling when attempting to attach it to something, which seems bizarre since it's precisely the kind of part to use to attach to something *other* than the size of what you want to attach to it. Scaling to the size of what's going to be attached to it makes sense, although kind of hard to do since you don't know that ahead of time, but scaling to the size of what you're attaching it to seems kinda weird to me. Radially attached things are generally expected to be a different size I would think. EDIT: Oh, and this was with v1.46. Didn't realize there was a 1.47 out; you might want to update this thread's title.