FungusForge

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About FungusForge

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    Fungal Blacksmith

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  1. Parent body. I set the LANS and inclination/angle of both Mun and the rings to the same values.
  2. Currently using KSP 1.6.1 and Kopernicus 1.6.1-2. Making some personal edits, changing Mun's orbit and replacing Kerbin with Gaia from GPO. I gave Mun an inclination of 12.9 and wanted to line up the ring with Mun, but the ring pivots as Gaia moves around the sun, so the two are only aligned once a year. Is there any way to get it to not do that, and have the ring and Mun aligned throughout the year? Config currently looks like this: Ring { angle = 12.9 longitudeOfAscendingNode = 110 lockRotation = true }
  3. Yeah. The parts look nice, and I'd love to have them, but I don't want to update because of the mods I have.
  4. What weapons work properly in space? From reading the thread I can see the HEKV functions, but I remember the last time I used this mod ages ago, bullet turrets flat out couldn't hit their targets.
  5. Its generally good etiquette to not pester mod authors for updates, they have lives of their own, and the 1.1 version runs Kopernicus which itself was only recently updated to 1.6 as a dependancy. There's also a link to the 1.1 version with 2 inclination axes on the previous page.
  6. So I just downloaded this and I gotta ask how you gave the stars their own icons in the tracking station.
  7. That's because the tech nodes have two names, one that's referenced in the code 'veryHeavyRocketry', and the display name '#autoLOC_501122', which leads to the dictionary for localization. As for why the bug is happening I've got no idea.
  8. This sounds really awesome. I especially like the idea of these telling stories, and if I had to suggest something, I'd love to see story events prompt exploration of an area. Kinda like science contracts, just going into an area and doing a crew/eva report to engage the next event.
  9. At all? Is it the same issue mentioned previously or a new one? Maybe try a full uninstall and reinstall if you haven't already, its a good way to clean out shenanigans.
  10. In regards to the Steam thing, you can opt into "betas" that are just previous versions of the game, going as far back as 1.0.5, which honestly sounds like Squad doing what they can for us, despite what Steam wants to do. Also, even though Steam doesn't let us just not update, you can also set the game to only update when you launch it. This will make it quite hard to not notice your game has been updated, and in KSP's case, will allow you to then decide to opt in to a previous version that works with your mods.
  11. There's this link here which works for me. Alas, with "Temporary Kerbal Maps" being what the browser tab calls it I've no idea how long we can really expect it to remain.
  12. I'm not sure if there's one out there already made, but if you don't mind getting your hands a little bit dirty you should be able to do it yourself with a MM config that adds the appropriate lines to the ModuleDockingNode modules of the docking ports. For example this should just outright disable the magnetic lock since it won't have any pulling force. @PART[dockingPort2] { @MODULE[ModuleDockingNode] { acquireForce = 0 } } Edit: This would require you have Module Manager downloaded.
  13. Where are they hiding and how might I go about fiddling with them?