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Posts posted by Lazy8
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I am trying to make this work. I manually installed the 1.7 release without the toolbar folder. I also replaced the dll with the one posted earlier for windows. Nothing shows up in the toolbar or by pressing shift + L and trying to save settings for control input in the settings menu does nothing.
I saw while exploring this that linuxgurugamer had a commit 5 days ago....any chance a new working release will be forth coming?
Trying on ksp x64 1.2.2 windows
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Is this dead now? I didn't see anything about it on your homepage Vassily and haven't been comments in a bit. This still hasn't been grouped into procedural parts either.
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On 10/29/2016 at 10:51 PM, schlosrat said:
ive seen several posts about turning PR off but I can't seem to figure out how to do this and as it stands it appears PR is not compatible with the MechJeb autopilot. Every setting I've tried seems to give the same result, that being my craft swing back and forth through the maneuver node vector and have great difficulty actually settling on it, so that it's impossible to warp to the next maneuver node. Sometimes I can work around this by switching off the MJ autopilot, then using MJ to point to the maneuver node allowing it a good amount of time to settle, the switching the autopilot back on. Unfortunately this doesn't work when landing.
I'd like to be able to have this mod installed for use with keeping satellites pointed correctly and perhaps down the road with long duration burns using KSPI-E, but so far the interference with MJ operation Is significantly annoying that I've removed it from my mods.
Can anyone advise me how to turn PR off temporarily or otherwise configure it so that it doesn't interfere with the MJ autopilot?
I too have unistalled PR due to this issue but I am playing RO/RSS in 1.1.3
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On 5/31/2016 at 3:49 AM, John FX said:
Ah, that might help. I found weird stuff was happening though, life support tanks would start to float upwards at 0.2m/s eventually pulling apart the rocket or if launched then it would act like a sky hook and hang the rocket from that part in the air. I know RSS used to rename all planets except kerbin `under the hood` as kerbin was hard coded although IIRC that changed in 1.1.0 and now all planets are renamed.
Shame, the mods looks really handy.
EDIT : Also, RSS on it`s own might work as it seemed to be an incompatibility with the RO mods, life support particularly.
EDIT 2 :
Hmmm, this also was one of the issues I had. I was not getting the menu option with a probe. Might try again.
Did you ever try modifying the txt file to add earth and see if that worked?
On 6/8/2016 at 4:35 PM, John FX said:whichever one installs as part of RO. Not at my PC until friday but I`ll look then.
It installs TACLS tac life support systems.
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I did a search for anything asteroid and RO related...nothing came up. Are there currently any mods supported that insert asteroid in real orbits or close to real orbits?
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So this mod doesn't work with RSS/RO? I was hoping to try running "real Asteroids" from 2014 but it requires this mod to run. Is there anything that will insert real asteroid orbits to be used in RSS/RO? I'll ask about this in the RSS/RO threads as well. Thanks
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Hi, not sure if anyone is still in this group or if this mod is dead seeing as it hasn't been updated since 2015. I stumbled upon this after reading about the osiris-rex mission NASA is doing and thought it would be cool to have real asteroids in KSP instead of randoms. Like the planets it would let users see the orbits of asteroids and get a sense of where in space they are. This mod sounds super cool and I'm hoping someone is still around to pick it back up and make it current. Maybe even put it on ckan.
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3 hours ago, NubNibble said:
The icon for the mod doesnt show up for me on the right side toolbar, nor in the 000 toolbar. Positive I installed correctly though. Any ideas?
Mine goes a little farther than that, not only do I not get the icons to show but the mod isn't working at all or doesn't load with the latest release. Reverting back to previous solves the issue. Something changed and isn't working for me. I run this in a RO/RSS modded game.
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On 9/20/2016 at 2:15 PM, garwel said:
Great idea! It is not compatible with Kerbal Construction Time, I suppose?
That would be part of RO too....I guess someone should just install it and try it out...hmmm..brb
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On 9/20/2016 at 10:10 AM, Derrey said:
This is already fixed, but I didn't release it yet. I made some bugfixes and smaller feature enhancements. Found a way to implement DMagic Module support today. Will be testing the next days and a new release is coming soon!
Wow! That's awesome. I am using this mod and xscience but if this works with dmagic and has all the features that xscience does, I may just use this one only.
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Does this or will it work with RO/RSS?
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On 9/3/2016 at 6:09 PM, ansaman said:
I was unable to view the User Interface since the x,y values in the .cfg file were outside my screen values (1280x1024).
Recommend that initial values be more centered since the UI can be dragged where ever it is needed once visible.I was unable to see the ui as well...thank you for this info. Will try and report back.
That was the trick!!! Thank you very much. I was playing on a smaller screen than normal and the defaults are outside of that.. Edited the config and all good now! awesome mod by the way!
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After extensively trying out procedural probe again, I am happy to report that everything seems to be working with my RO/RSS install. There were no crashes and no errors given while using it. Things I did see wrong are
1) Placing a PP on a spacecraft makes the s/c controllable no matter the size. For a RO game this is a bit of a cheat but I only use it on s/c that the avionics is broken on anyway and mostly sounding rockets.
2) I think it keeps remote tech link status green no matter what. I need to play around with it more but low altitude entries always remain green when other antenna's go red. Not sure if the RT config is working for this.
I am happy this is working though. thank you very much
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I will try it out, just looking at the files now. I see there's two folders created. 1 for stock and 1 for RO. I play RO so I'm wondering do I use only 1 folder? or put them both in the gamedata folder?
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Anybody try this with 1.1.3 yet? I can't believe this hasn't already been incorporated into procedural parts....if I new how to code I'd do it
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2 hours ago, raidernick said:
that's 1 month for every letter in that sentence, including spaces!
Dammit! That's like nearly 2 years from now...Good thing I can just use everything now and replace the legs
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On 5/5/2016 at 4:22 PM, Tekener said:
Sorry, didn't knew CKAN is that unpopular. It is just an easy and convenient way for me to keep things up to date without having to manually mess things. Actually I want to play the game without having to study and manually take care of mods. But don't mind, won't bother people again with it.
I didn't know there was so much hate against CKAN either. I know of a couple very popular MOD authors that are vocal against CKAN but I didn't realize CKAN was becoming hated by users as well. It's a shame really as I have found A LOT of mods I never would have thru CKAN. I don't have time to browse all the forums and mod forums for updates everytime I play and discover new mods. CKAN put's all that in one place, easy to update, discover new mods and links to the forum pages for mods especially since not everyone is using KSP official forums too. I wish more or all the mod developers worked better with CKAN to fix problems when they arise. A LOT do and I don't mean to lump everyone in the same boat, but there are enough that despise CKAN. Really who has the time to check scattered places for updates to their favorite mods, manually place folders in the RIGHT folder locations, tweak config files etc for hundreds of mods installed everytime you just want to play the game.
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13 hours ago, blowfish said:
FAR is pretty realistic, but there are some things that are very difficult to model/not worth the effort. I believe that modeling wings comes down to assuming a particular aerofoil, and that's mostly incompatible with variable thickness. Another example is the ground effect.
Ahhhh....I was always trying to get my wings EXACT for my craft replica's of real spacecraft and aircraft. The camber l/d etc...lol this explains a lot why it never seemed to make a difference. I also didn't realize ground effect wasn't a factor but I suspected. Thanks for the info. I love FAR as well and will now not spend so much time on the wings. Can't wait for this mod to be updated..thanks for all the hard work.
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Hmmmm...
Just finished an hour reading this thread...I'd seen the notice at the top for some time but never clicked until today when for whatever reason I decided to. I'd never been to the RB thread before...visited the spacecraft exchange, but now that I've discovered the RB thread, I'm sad to hear it's going and even more discouraged at the reason for it going.
I'm an outsider looking in on all this at the 11th hour but from my armchair general position it seems silly for squad to kill RB just because they have a silly rule about no role playing. If roleplaying members get mean or rude or out of hand, chop down the tree, NOT the forest.
It's a shame to exclude and alienate members who contribute their time and energy to make the game better, if they want to pretend their the CEO of a fictional company that makes kickass parts for a great game...what's the harm?? seriously. But it's your game and your company to do with as you will....I now understand why members have been "Banned" and have resigned from the forums. -
A universally updated autopruner script for RO, RSS, RP0 would be great. I keep thinking someone will make a mod that will have a GUI for autopruner like functionality but it hasn't materialized yet and I suck as a programmer. Couple tips if you are using autopruner that I have learned.
1) Unprune everything before doing a CKAN update
2) if you use 1 script like above, it makes it easier to find items and add them if it's organized alphabetically or by manufacture etc.
[spoiler=code]
Squad/Parts/Aero/aerodynamicNoseCone
Squad/Parts/Aero/airlinerWings
Squad/Parts/Aero/airplaneFins
Squad/Parts/Aero/basicFin
Squad/Parts/Aero/cones
Squad/Parts/Aero/fairings
Squad/Parts/Aero/HeatShield
Squad/Parts/Aero/protectiveRocketNoseMk7
Squad/Parts/Aero/shuttleWings
Squad/Parts/Aero/wings
Squad/Parts/Aero/wingletAV-R8
Squad/Parts/Aero/wingletAV-T1
Squad/Parts/Aero/wingletDeltaDeluxe
Squad/Parts/Electrical/z-200Battery
Squad/Parts/Electrical/z-1kBattery
Squad/Parts/Electrical/z-4kBattery
Squad/Parts/Electrical/z-100Battery
Squad/Parts/Electrical/z-400Battery
Squad/Parts/Engine/solidBoosterBACC
Squad/Parts/Engine/solidBoosterRT-5
Squad/Parts/Engine/solidBoosterRT-10
Squad/Parts/Engine/MassiveSRB
Squad/Parts/FuelTank/Size3SmallTank
Squad/Parts/FuelTank/Size3MediumTank
Squad/Parts/FuelTank/Size3LargeTank
Squad/Parts/FuelTank/fuelTankJumbo-64
Squad/Parts/FuelTank/fuelTankOscarB
Squad/Parts/FuelTank/fuelTankT100
Squad/Parts/FuelTank/fuelTankT200
Squad/Parts/FuelTank/fuelTankT400
Squad/Parts/FuelTank/fuelTankT800
Squad/Parts/FuelTank/fuelTankX200-16
Squad/Parts/FuelTank/fuelTankX200-32
Squad/Parts/FuelTank/fuelTankX200-8
Squad/Parts/FuelTank/RCSFuelTankR1
Squad/Parts/FuelTank/RCSFuelTankR10
Squad/Parts/FuelTank/RCSFuelTankR25
Squad/Parts/FuelTank/RCStankRadialLong
Squad/Parts/FuelTank/xenonTank
Squad/Parts/FuelTank/xenonTankLarge
Squad/Parts/FuelTank/xenonTankRadial
Squad/Parts/Resources/LargeTank
Squad/Parts/Resources/SmallTank
Squad/Parts/Structural/Size3Decoupler
Squad/Parts/Structural/Size3To2Adapter
Squad/Parts/Utility/decouplerSeparatorTR-18D
Squad/Parts/Utility/decouplerSeparatorTR-2C
Squad/Parts/Utility/decouplerSeparatorTR-XL
Squad/Parts/Utility/decouplerStack2m
Squad/Parts/Utility/decouplerStackTR-18A
Squad/Parts/Utility/decouplerStackTR-2V
Squad/Parts/Utility/largeAdapter
Squad/Parts/Utility/largeAdapterShort
Squad/Parts/Utility/parachuteMk1
Squad/Parts/Utility/parachuteMk2-R
Squad/Parts/Utility/parachuteMk12-R
Squad/Parts/Utility/parachuteMk16-XL
Squad/Parts/Utility/parachuteMk25
DeadlyReentry/Parts/DRE_0625HS.cfg
DeadlyReentry/Parts/deadlyReentry_1.25Heatshield
DeadlyReentry/Parts/deadlyReentry_2.5Heatshield
DeadlyReentry/Parts/deadlyReentry_3.75Heatshield
DeadlyReentry/Parts/UP_decoupler_2
FASA/Apollo
FASA/ICBM
RN_US_Probes/EOS
RN_US_Probes/Galileo
RN_US_Probes/IUS-PAM
RN_US_Probes/Magellan
RN_US_Probes/MP_Nazari_FX
RN_US_Probes/NEO
RN_US_Probes/NewHorizons
RN_US_Probes/Surveyor
RP-0/Parts/Science/sensorGeiger
SXT/Parts/Aero/Wing
SXT/Parts/Aero/noseCone
SXT/Parts/Hull/Barrel
ThunderAerospace/TacLifeSupportContainers
ThunderAerospace/TacLifeSupportHexCans
[/spoiler] -
Wow! interesting stuff....thanks for the links on that.
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It's called Persistent Rotation, and it works with 1.04.
Awesome! don't know how I missed that...this should be standard I would think...still incredibly hard to point in the right direction and spin right for the TLI burn.....
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I've been trying to recreate the pioneer missions but having an issue with spin stabilization. How do you keep the probe spinning or with no RCS reorient the probe to make a proper retro burn????
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I'm not getting any procedural side fairings in a RO/RSS game. They show up in the tech tree and loading a craft with them but they aren't to be found in the VAB or SPH inv.
Real Solarsystem mode in KSP2
in Prelaunch KSP2 Discussion
Posted
As excited I am for KSP2 I wont be buying it until it either 1) has RSS implemented by default 2) there's a mod to change it to RSS. It's that simple for me, don't care to play KSP anymore not in RSS.