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Somecallmesteve

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Everything posted by Somecallmesteve

  1. Actually, I believe that is indeed what happened. I changed the physical time warp while firing the nuke engine, and I received that message.
  2. I tried using the physics warp rate while in space above Duna. And I was met with that error message. And yes I was firing the nuclear engine while doing so. I forgot to add that in this message.
  3. Okay, I'll elaborate more. Whenever I am trying to burn with the nuclear engine, I am not allowed to use timewarp since I get the message of, "cannot warp faster than 1x while under acceleration." What I am trying to ask is, is there a way to work around this issue? Yes I am trying to timewarp with this mod while using an engine at the same time, this is on me for being a little impatient.
  4. I'm having trouble getting this to work while I'm burning with the nuclear engine. Any advice?
  5. I may have recreated the glitch again. See below. https://drive.google.com/file/d/1R5axyr-72n6Z6x4HwTZy2z6QrOHWod3x/view?usp=sharing https://drive.google.com/file/d/1TkxLFmgtq2FIvOPMGoSVmP0j5_wmHu2Q/view?usp=sharing
  6. Anyone know what's going on here? https://drive.google.com/file/d/1fkMDxzUgIRTCMntTar7Mbao-cEVwsogJ/view?usp=sharing
  7. I've noticed faster load times with Parallax installed after the update. Especially after I exit time warp. I was wondering if that was something you wanted to tackle for this update?
  8. I think I encountered a problem on the dark side of the Mun. I believe this also occurs around Minmus. Further testing is required. https://drive.google.com/file/d/1lxHtm1YUB9UYexsiOYC0idEaNGuUCvyd/view?usp=sharing
  9. I'm hoping so. As long as it works like or similar to the mod of the same name, I'll be pretty content.
  10. Nope, there is a mod for procedural fairings. Stock fairings are not procedural if knowledge serves me right.
  11. I know about procedural wings for KSP2, but will fairings also be procedural?
  12. As a general question, why does this mod require TUFX as a dependency?
  13. I was wondering on how to add a plume to an engine. I want to add the upperstage hypergolic plume to the Terrier, Wolfhound, and Cheetah since they are based off hypergolic engines. However, I was a little intimidated when opening the cfg files. With time I'll figure out, or discover that there is an easier way of doing it. But in the mean time, may as well ask this: Is there a way to add an option to these engines to switch between their cryogenic propellants and their hypergolic propellants like what you did with the Vector and the Mammoth?
  14. I noticed in the most recent update, not just the rhino got updated, but the skiff as well. Thank you so much!
  15. Disregard that video I sent. I updated the mod through CKAN. Everything works now.
  16. This is the error I was referring to
  17. Yes it is. And I tried implementing the code into the cfg file, and still had the issue appear
  18. I have noticed that issue as well. I even recorded it on my OBS to see if no one brought this up, but sadly I am unable to post mp4 files on the forum.
  19. For Waterfall-Restock, I am still seeing the smoke from the engines as if they are in the stock game still. Is there a way to remove the smoke so it is more like waterfall in RO/RP-1 or Stock Waterfall Effects?
  20. I do not see reDIRECT on Ckan. Is is possible to upload it there?
  21. If I may, I have an idea for the Cheetah and the Wolfhound. I understand that due to their high ISP, they are hydrolox engines here. However, after seeing what you did with the Vector engine after you updated that plume to have multiple options; you may know where I am going with this. Is it possible to update the Cheetah and Wolfhound to have the option to be either hydrolox or hypergolic in the same way you made the Vector either hydrolox or methalox?
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