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Everything posted by Kiro
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Thanks for the recommendation, I just ordered one from Amazon.
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Absolutely! RoninPawn is a great Youtuber. His new series is extremely entertaining.
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This sounds a bit simmilar to the bug issue I'm having that I posted a few days ago, except mine does this in the VAB when I right click on the can. I forgot to submit my logs on my previous post, so I'll do that when I get home today.
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I encountered an annoying bug and I'm having some difficulty tracking down the cause. I have TAC lifesupport 0.11.1.20 installed as well as a number of other mods (including Tweakscale and Modular Fuel Tanks). I am also running the TACLS Declutter by Somnambulis which helps a lot and still keeps the right texture for each tank. All the HEX cans work perfectly, however, the inline containers have the following bug. When I choose the container in the VAB and I place it on a craft somewhere it looks fine and its size is the standard 1.250m, however, as soon as I right-click on it to access the menu it becomes a .625m part and has only two other rescale options .300m and .100m. Is this a tweakscale issue or MFT or a combo of them not liking the Declutterer?
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New layout works for me. It contained all the relative important info without the additional fluff from each dev. Glad to hear 1.1 will be ready for QA soon. Keep up the good work!
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I love that everyone is giving very valid, thought out responses. I meant this to be more as a gag, yet I'm enjoying the answers. I'm well aware of the current multi-threading issue and I'm also hoping that the upgrade to Unity 5 will address this in particular. However, based on what I've read on other threads, it might not be a complete solution for those of us looking to build massive ships and space stations.
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Is it wrong that every time I read about these supercomputers I think "sure, but whats the FPS on a 1000+ part station in KSP?"
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Seriously?!?! I had no clue that was there. What version was this even introduced in? - - - Updated - - - That's hoping that the upgrade to U5 will make the Win64 version stable. I have a Linux drive installed just so I can play KSP in the mean time
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KOSMOS 3/14/2015 RD-170 Family Released!
Kiro replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Thank you. I appreciate the heads up. -
KOSMOS 3/14/2015 RD-170 Family Released!
Kiro replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I'm just testing out the station parts and I've noticed that on parts with a top and bottom node, only one attachment node works. I usually have to flip the part to get it to attach. The other node then functions for another part to be attached, but again, if that part is part if this pack, it only attaches from one endpoint. Is this a known bug? Any known solutions before I go tinkering? -
Project Gateway: ISS recreation at 60% scale
Kiro replied to Felbourn's topic in KSP1 Mission Reports
Yup, got those as well. I spent most of yesterday getting a new KSP copy mod ready. I have most of the Near Future Parts installed. There's so many amazing mods, its difficult to keep the part list from becoming overwhelming -
Project Gateway: ISS recreation at 60% scale
Kiro replied to Felbourn's topic in KSP1 Mission Reports
Thanks! That was quite a fast response I must have seen them on a different pack as well, since I've never download this one, but either way, I'll have my solar panels tonight. -
Project Gateway: ISS recreation at 60% scale
Kiro replied to Felbourn's topic in KSP1 Mission Reports
Hi Bob, I'm trying to track down those really huge solar panels that you used for the KSS. I know I had them at one point but I searched through so many mod packs that now I'm more lost than before. lol BTW, I'm really loving all your videos. Thanks for entertaining me all weekend -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
Kiro replied to Albert VDS's topic in KSP1 Mod Releases
Is this mod still in development? looking for a 1.0+ compatibility -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Kiro replied to Probus's topic in KSP1 Mod Releases
This is a great mod, amazing work! I'm starting a new save game now and will definitely be using this tree. I was hoping to use the "Chaka Monkey Exploration Systems" mod, but that mod needs a good techtree update. Please add that to your list of mods if you can. Thanks again!- 1,025 replies
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Thanks for this post and doing the test. I just signed onto the forums to see if anyone here took the plunge into Win10 yet and if the 64bit KSP version showed any stability and performance improvements.
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This is one of my favorite mods for KSP. I would never play the game without it Requested feature once this gets ported to Unity 5+, have the background be a display for a camera that can be placed at the docking port. I think I saw something like this in some of the older Scott Manley videos, but I'm not sure which mod that was using.
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Launch Clamps follow me into space.
Kiro replied to Kiro's topic in KSP1 Technical Support (PC, modded installs)
Thank you, that's probably it. I remember it being off center in the VAB. Is there are shortcut key to return a craft to center? -
Weird bug happened for the first time last night. I'm on 1.0.4 finally and have updated all my mods. This is what happened on a few of my launches. A launch clamp would suddenly appear while my craft was ascending through the atmosphere, the clamp would continue to fall down from the position where it appeared. This would happen several times during the same ascent and I found one in orbit at one point. Has anyone scene of heard of a bug like this before?
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I stop with the realization that if I don't get at least a few hours of sleep, I'll be useless at work.......and so I spend my day on the Forums until I can go home and play some more
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Super excited for 1.1, GO DEV TEAM GO!!
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Considering the size, scope, and finances behind the new Batman game, the fact that the PC version did a face-flop at launch has given me a new appreciation for the successful launch of KSP. While I still feel KSP 1.0 felt a little rushed, and might have been better off with a little more testing, I must applaud Squad's accomplishments thus far. Keep up the great work guys. We are all eagerly awaiting 1.1
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Craft exploding (overheat) 1.0.4
Kiro replied to Nigeth's topic in KSP1 Technical Support (PC, modded installs)
I do this too. This is great advise everyone. I strongly support it. -
With the movie Interstellar creating so much talk about black holes lately, I'm wondering what the possibilities are for making a mod that creates a black hole in the furthest outskirts of the Kerbol system. A whole new batch of science possibilities await, not to mention a whole new way to kill off Kerbals Thoughts? Comments?