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Everything posted by .50calBMG
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
.50calBMG replied to Felger's topic in KSP1 Mod Releases
You might want to add Contares by Hraban to supported mods as his pack actually requires realplume to work. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
.50calBMG replied to EnzoMeertens's topic in KSP1 Mod Releases
If you are still thinking about making an effect for leaking tanks might I suggest that you use an effect similar to the cool rockets ice effect at launch, but with more particles? Also, as for crew pod damage, maybe if you have a life support mod you could have it leak oxygen and water?- 735 replies
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Might you consider fairing separation failure?
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Ok, first off I have to say that everything about this mod is beautiful. Secondly, I am having a similar problem to 123nick and diqhed with the white rings, but the moons load in just fine. I have the latest version of kopernicus installed.
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It's not a control problem, its a problem with procedural fairings and FASA together. FASA by itself is fine, as is procedural fairings. However, when both are installed at the same time, FASA seems to make the fairings bug out on the launch pad. The fairings in FASA work perfectly fine, however.
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Should I post it there? If so, sorry, I guess I just thought I should post it here because it only started happening after I installed the latest FASA pack.
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Sorry if I am mentioning this again, but there is an issue with procedural fairings as well. I seems like whenever the physics loads on the launch pad, and procedural fairings get cloned to random places on the rocket and then start being used as weapons by the kraken, usually with results that make the N-1 explosion jealous.
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Well... my day is better now
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
.50calBMG replied to Felger's topic in KSP1 Mod Releases
The smallest high isp engine (cant remember the name) from cryogenic engines has an extending nozzle as well and it works fine with realplume. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
.50calBMG replied to Felger's topic in KSP1 Mod Releases
Every mod I have supports realplume, it kinda became a prerequisite for me honestly. This video shows what I mean, as (to my sleep deprived brain) it is somewhat difficult to explain. In ksp with realplume installed, the exhaust flames are massive when in space, looking at the second stage in this video, around 3:30, the flames barely escape the nozzle with a light haze around it. is it possible to scale the size of the flames back down after having them scale up in the higher atmosphere? -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
.50calBMG replied to Felger's topic in KSP1 Mod Releases
I'm sure this is the wrong place to ask, but it might not be because it pertains to realplume. Now, I love it to death and cant play without it, but the one thing I wish it did was make the flame cone much smaller once you enter the vacuum of space, like in Scott Manley's videos on RSS. How do I get the effects to replicate his? Spaceships are serious business part 10 -
And adding more textures leads to less FPS. Hmmm, could you possibly tweak the window reflection plugin to have the clouds reflect the color of ground they are over? It wouldn't look as good over Kerbin, but since you got the clouds to be red over Duna alone, to my relatively poor knowledge of ksp mods it seems possible at least.
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[1.12.x] Trackingstation Ambientlight [v0.3.4, 2021-08-25]
.50calBMG replied to mhoram's topic in KSP1 Mod Releases
I believe you can already do it in map view if you use Planet Shine