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Everything posted by W1ntermute

  1. This mod really needs to stop micromanaging its updates so frequently. There's a new one nearly every week, now it's 1-2 days apart. Why? The changelog on spacedock is getting ridiculous, the posting dates are indicative of a possible obsessive, attention seeking behavior. You are aware of this, aren't you? Pull back and accumulate the updates over time and release every 2-3 months instead. You don't need to have it out there, it's really annoying
  2. Tokamak, awesome job! You have to look at Goodspeed Aerospace parts, this mod is incredible and is also under the CC license. It hasn't been updated since v0.23.5. The parts are so handy and very different to anything else out there.
  3. I've got this exact same issue but mine is a modded install. I can create the node, no problem, I can drag the node handles (but only one) but as soon as I release the mouse button, the node disappears. I can use the middle scroll button on the handles to get an incremental sizing of the node trajectory but when I move the mouse away from the node to zoom the screen out with the scroll button, it doesn't work. It's as if the node is a separate "window" as it were. So I have to click on the screen awaf from the node to regain the ability to zoom out the view, but as soon as I do that the node disappears.
  4. Just like the actual orion test flight, sans astronauts
  5. you'll have to do a clean install of ksp, put the mods in gamedata one at a time and load the game each time, one by one, till you find it. That's the only way i'm afraid
  6. Yes i'm getting this too, I decouple the previous stage and the camera still focuses on the "center of gravity", despite everything cleanly separated. It even rotates the remaining craft at the edge of the screen in an arc like motion - like as though the mass of the previous stage is still attached. It only seems to correct itself when you speed up the time a bit and the craft returns to the camera center in the middle of the screen again. Sometimes when separating stages as I begin landing the craft, the lander will fall away from the camera and appear to go off in the distance. Again, a brief timewarp will fix this (though not advisable in this instance
  7. There was a conflict with old versions of RCS sounds (v4.4 and below) and the latest module manager for 1.1, it also affected anything that had particles to it like rcs jets as well as decouplers. Just delete RCS sounds if you have it, then download the latest versions of each (rcs sounds is version 5 now)
  8. "3-4 weeks" is an automatic Falcon BMS quote whenever someone asks how long till something is released. Just an in joke with the community. I think it originally came from Ubisoft when they were putting out updates and hotfixes for Ghost Recon Future Soldier and would say "it's coming in 2 weeks" or "the hot-fix is only 3 weeks away" and then kept fluffing up those release dates, it'd always end with the moderators getting flamed because Ubisoft didn't live up to their "release promises", etc. It was an endless cycle lmao
  9. Yep, same effect here, stage separators and RCS are puffing their particles away like crazy. I love this mod
  10. Yep, getting the same gas/propellant/particle emissions bug from RCS and stage separators with the pre-release MM. It's affecting stock RCS and stage separator parts the exact same way (which it shouldn't do if MM wasn't the cause) The effect stops when I uninstall the MM .dll and revert back to 2.6.18, which 1.1 doesn't use anyway. It's not using monopropellant, which is a good thing, it's just the effect is running continuously in the VAB and during flight.
  11. [COLOR=#333333][FONT=Roboto]This little mod of mine, I'm gonna planetshine! [/FONT][/COLOR][COLOR=#333333][FONT=Roboto]This little mod of mine, [/FONT][/COLOR] [COLOR=#333333][FONT=Roboto]I'm gonna planetshine! [/FONT][/COLOR][COLOR=#333333][FONT=Roboto]This little mod of mine, [/FONT][/COLOR] [COLOR=#333333][FONT=Roboto]I'm gonna pil-anetshine! Planetshine, planetshine, planet-shi-hi-yi-yine....ah! [/FONT][/COLOR][IMG]http://60secondsguitar.com/wp-content/uploads/2014/09/old-man-pink-guitar-corbis-660-80.jpg[/IMG]
  12. This would be perfect if larger docking ports had support for it too
  13. [quote name='Phreak']Check [URL="http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29"]this thread[/URL] out. it would help us help you.[/QUOTE] Thanks, not needed. I figured it out. It's the mod CrewXfer that was causing the problem. It wasn't a parts mod, I was right. CrewXfer worked right up to 1.0.4... Shame, handy mod. Ah well. Everything else is fine
  14. There's a major bug with this mod in 1.0.5, it doesn't allow craft to take off into orbit, change orbit from thrust or be controlled via RCS/reaction wheels. 1.0.4 was the last iteration of KSP that this mod worked with
  15. [quote name='Flashblade']Hello blowfish, my advice on this matter is to postpone working on most of what you mentioned and just push out a functionality update. This update is suppossed to have a very short lifespan. Squad is aiming for a Christmas release of 1.1. Whether they can make that or not remains to be seen and they have been casting doubt on this possibilty as well, but if they miss it it is probably going to be early or mid January at the most. So this update is so short lived that most of the things you mentioned are simply not worth delaying an update for. Work on it after the functionality update. If you can still include it down the line, great. If you can't just include the stuff when we reach 1.1 and a major rework is probably inevitible. In the meantime everybody will still be able to use B9 in 1.05, which should be the primary goal here I think. As for the varying ISP at mach, if stock isn't doing it neither should B9 by default. This sounds like an optional feature for people who want it. Are deployment limits for B9 cargo bays even workable? After all B9 cargo bays are older than the stock method and don't work the same way. Just my thoughts on the matter.[/QUOTE] Squad will never release 1.1 by Christmas, nuh-uh, not with their history of long development time between versions. I'd say March next year at the earliest, and that's being optimistic...
  16. Ah, not really. All are updated to their latest builds. They are active with 1.0.5 in the VAB/SPH and in flight/orbit. They also worked with 1.0.4 flawlessly. Only Planetshine, smartparts and engine lighting are coming up with compatibility errors at the loading but nobody is coming up with issues for those ones in the related threads. It's affecting both stock and modded parts so I believe the issue is a little more systemic (i.e a mod that runs under the entire engine like KSPAPIextensions, etc. Not a "parts" mod)
  17. I can't translate the orientation of my craft in space with either RCS/Reaction wheels, nor can I launch off the ground into orbit nor change my orbital path in space with the main thrusters? Anyone else got this issue? The list of mods in my gamedata directory are (all the available ones updated to 1.05 so far...): ASET, Asteroid Day, Atomic age, B9 Aerospace, B9 Deprecated, Boulderco, CMES, Communityresourcepack, communitytechtree, crewxfer, crossfeedenabler, enginelight, enhancednavball, EVE, evaenhancements, firespitter, fustek, goodspeed, habitatpack, heatcontrol, interstellarfuelswitch, jsi, kas, kerbalengineer, kerbaljointreinforcement, kinetechanimation, kis, all the klockheedmartian packs, kspx, layeredanimation, magicsmokeindustries, mechjeb2, modrocketsys, modularfueltanks, mp_nazari, navyfish, all the nearfuturepacks, openresourcesystem, orsresourcepack, planetshine, proceduralfairings, rcssounds, realplume, realplume-stock, scansat, smartparts, smakescreen, squad, texturereplacer, triggertech, vesselview, virgin kalactic, warpplugin.
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