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Everything posted by ebigunso
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
ebigunso replied to Dunbaratu's topic in KSP1 Mod Releases
I remember hearing somewhere that I can write script in other languages, that I can then use on kOS, but I can't find any website that explains how to do this. Is this actually doable, and if so how? @scimas ARP is a mod. It makes your resource panels look fancy, and organized.- 1,354 replies
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- mod
- programming
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Ohhhhh thanks!
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[1.12.x] - Modular Kolonization System (MKS)
ebigunso replied to RoverDude's topic in KSP1 Mod Releases
Hmm, so if I don't find a corresponding counterpart of the old parts in the new install, I should assume it's gone for good? If there's any part that survived, but doesn't have the same or a similar name to what it had before, I'd like to know. -
Kerbal Construction Time/StageRecovery Dev Thread
ebigunso replied to magico13's topic in KSP1 Mod Development
Oh. I hope you can get it working without much troubles. I got my files from archives.org so I'm OK. -
[1.12.x] - Modular Kolonization System (MKS)
ebigunso replied to RoverDude's topic in KSP1 Mod Releases
Thanks! I got just what I needed. Now, it seems there was quite a big overhaul to UKS while I was away (v0.40.4 was the last one I was using) and I have to fix most of my configs tailored for RO. I have a few questions regarding that. Since there was a big change to part names, I can't tell what new part corresponds to what old part, which one of the old parts have been deprecated, and which one have just changed it's name. If anyone can give me a list on this, I'd be very grateful. -
Any news on an update? Looking for a version compatible with 1.2.2.
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[1.12.x] - Modular Kolonization System (MKS)
ebigunso replied to RoverDude's topic in KSP1 Mod Releases
Is there any version of this that works with 1.2.2? Does the 1.1 version work? -
Kerbal Construction Time/StageRecovery Dev Thread
ebigunso replied to magico13's topic in KSP1 Mod Development
Is your servers down? I can't access the 1.2.2 links provided in the OP. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
ebigunso replied to Boris-Barboris's topic in KSP1 Mod Releases
I just looked at your video in the OP. WOW. Just amazing stuff. I'm sure to try it out now. If software can do such amazing things, who knows what actual modern fighters are capable of doing... They must have much more advanced software to handle things.- 961 replies
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- autopilot
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
ebigunso replied to pizzaoverhead's topic in KSP1 Mod Releases
Does this work well with RSS? I was wondering since reentry speeds would be significantly different compared to stock. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
@Scaprod If you're going to ask that, please try to check one or two pages back before you do next time. It's in the previous page. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
@Deadpangod3 Just look at his signature. SVE is his own project based on EVE, Stock Visual Enhancements. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
@Proot OMG that looks much better than what we have now!!! The next step would be to have different cloud patterns for land and sea, maybe even more different climatic regions. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
Ah yes, only with Earth-like clouds. Would be more awesome if it could work on RSS. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ebigunso replied to rbray89's topic in KSP1 Mod Releases
Is it possible at all to make cloud textures be procedural, and make it change over time when looked at from orbit? It kinda feels awkward seeing the clouds just rotate around with exactly the same shape all the time. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
ebigunso replied to Whitecat106's topic in KSP1 Mod Releases
I've got a little error in the decay rate breakdown window, that told me to post the issue here so I'll do so now. The message read "Error detected, this is a MasCon issue this will not effect gameplay." This seemed to happen for all of my satellites in a low polar orbit around Earth (300km~700km), so there seems to be an issue regarding low altitude polar orbits. One of my higher altitude polar satellite in a 9000km orbit didn't have this issue. -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
ebigunso replied to agises's topic in KSP1 Mod Releases
Confirmation dialog windows have lines going outside the box and the buttons are unclickable because it's gone behind those lines. This should be easy enough to fix I think. EDIT: For some strange reason the forum doesn't show my attached image so I'll post a link here. https://www.mediafire.com/convkey/9284/o9uryts90f1i2626g.jpg -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
ebigunso replied to Whitecat106's topic in KSP1 Mod Releases
Hey there, I just wanted to post up a little feature request for that new version you said was working on. It would be nice if you could sort the vessels in the Orbital Decay Management window in different ways, like from new to old, old to new, alphabetical, and whatever else you can think of. I'm all very excited for when the new version releases, so I wish you luck with the coding -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
ebigunso replied to Whitecat106's topic in KSP1 Mod Releases
@gemini4 I don't know if it's the same with 1.1.2, but in 1.1.3 the same thing happens if you have the "Orbital Drift Compensation" option ticked on, which is by default ON. Untick that and you should be good to go. -
I'd love it if I could create different ques for each individual build rate, like I build my main missions on rate1 while I keep pumping out contract rockets on rate2. To do this now, I have to manually adjust my ques each time a rocket is complete so it gets quite annoying after some time. I hope this could be implemented