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Everything posted by evileye.x

  1. Hint: you don't need all the torque those engine provide to spin the blades or propellers. And if you will limit max torque, you'll greatly reduce fuel consumption
  2. Hello @NathanKell. Thank you for life supporting this wonderful mod. Not sure if you are still in the mood to handle issues with KSP1 mod, but still hope for the best. I have found an easy replicable issue - HANGAR type statics fail to save open status on quick/normal save. It's very useful type of building for KCT careers to store and relaunch planes/helicopters/cars/boats without KCT recovery (which takes time). Really cool feature that the vehicle is stored in place tied to hangar's location, not some common inventory, like KCT does. Step to reproduce : 1) install KSC Extended with dependencies (including KK itself) from CKAN on pure stock KSP 1.12.5 2) start new career 3) cheat in 100000 funds twice. 4) launch any craft on Runway 5) click on KSC_Builtin_LargeHangarsOpen_0 (looks like couple opened hangars) and open it with 143k funds. <- you can leave the window opened. 6) press quicksave (F5) - now Hangar closed again. Normal save on scene change to KSC view works the same. What I know @Ger_space rewrote saving facilities state some time ago, changing saving data to save file instead of KK configs. All the facilities and launch site have line isOpen = False / (or True) but the Hangars do not have. Instead they have OpenCloseState = Closed Looks to me like an oversight for Hangars during transition from cfgs to savefile? Could you kindly have a look. Unfortunately I have zero experience in any programming... That's the issue #1 The issue #2: Also I have noticed, but can't stable reproduce - in some circumstances KK just gives up and reverts open/closed state of facilities to default. Still working on repro...
  3. Unfortunately, the last update also messes up Kerbal Konstruct bases. Tested on JNSQ + KSC Extended. Hard to describe what's going on without video, looks like edges of statics Z-fighting or something. Tried to rebuild settings.cfg - help with log spam, but not KK statics.
  4. Actually, the mod already exists
  5. I don't know why anyone can seriously argue about KSP 2 have more content, etc. than KSP 1 on it's start. Yes, of course it does. But it was (or at least should be that way) built on KSP 1 's legacy, yes? But what KSP 2 now does better than KSP 1? The sad truth for now : they have 2 cool trailers (teaser/release non-gameplay) selling the dream of the game that is not there yet (Starcitizen style) - and that's it. Every other aspect of a good game - not there yet. KSP 1 with mods beats the crap out of EA (Early Access?... Nope, more like Early Alpha) KSP 2. Except quite cool (annoying for someone more or less adult or even worse, teenagers) tutorial videos. And as I said trailers.
  6. There is no game, unfortunately. I'm just going to pretend it was not released in EA. I'll check on it 1-2 years later, maybe?... Also, there is not much to playtest, except really weird UI design decisions like huge mobile phone like HUD or annoying dot fonts EVERYWHERE. No right click menu for parts is abysmal design too... Performance is not there, I have 11400F DDR4 [email protected] + AMD Radeon 6700XT and getting like 30-40 FPS with stock plane. And for what? Still hoping enough hardcore fans will buy and support further development, although I simply can't do so. I'm really sorry for the development team who seemed to be quite passionate about game... On the bright side, KSP 1 is not going to be abandoned by modders and players though for quite a longtime.
  7. I believe you can assign another mouse button for it...
  8. Heat distortion effects for jets are the thing now. But it is done by So I beleive there's no much point in implementing it in scatterer.
  9. Highfleet command. Frank Herbert's Dune mixed with post apocalyptic world with some slavic flavour. Dieselpunk or should I say , liquid methane punk You command naval aerial group with carriers and tactical nukes. It has ship editor Oops, just 2 posts above
  10. I just remove RW module from all non-dedicated parts and make all reaction wheels weaker (1%), far more expensive (5x) and evergy consuming (10x). The only exception - parts that have intake air like Airplane Plus helicopter rotors - to emulate cyclic control on those. I use Engine Ignitor and Persistant Rotation as well. Because otherwise you just warp and it kills your angle momentum completely. May Principia fixes that, I don't know.
  11. Great news! You can never have enough failure mods, I think. Another things to consider - have you looked at another failure mods like: 1) Kerbalism - I guess it is possible to disable Kerbalism's failures in config, however it would be extremly cool if mods interation will be possible (especially repair with repair kits) 2)Kerbal Krash System - this one is unique because part failures (like engine overheat, fuel tank leaks) are based on physical damage inflicted to parts - and even parts deformation implenemnted!...
  12. Just a heads up. I tried this wonderful with KSP 1.12.2 and it does work. Combined with MM patch @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @crashTolerance *= 0.1 } It adds very funny situation when your side booster slightly scratches your core stage engine and suddenly you get overheat and explosion unless you severly drop thrust. Very nice touch of kinda realism. Highly recommended !
  13. I suspect it doesn't work properly with latest Kronometer (and it is needed to update - to make Kronometer work in 1.12.x KSP) Date is indicated as 362 December, for example... Does anyone know how to fix it?..
  14. It is really nice to see you are looking at KCT again! A suggestion, if I may... How about better handling for Kerbal Konstructs locations? I mean we have nice detailed facilities in JNSQ (and Kerbin Side for stock). But KCT doesn't really interact with them well. It does not respect opened/closed status for bases, etc. Would be so cool to have different building queues attached to different VABs (that may rollout only to their respective launchpads) and SPHs, as well as recoveries handled by different location (with optional hard recovery radius restrictions may be?...)
  15. Does anybody know how to change or disable "show radiation belts" hotkeys in Kerbalism? I cannot use stock maneuver editor because it's so less convenient than precise maneuver mod, where you use numpad hotkeys to change node quickly and, you know, precisely.
  16. I think it does not have gimbal?.... If someone (like me) plays with semi-realistic reaction wheels and persistent rotation, it matters a lot.
  17. AFAIR, Kerbalism have active magnetic shield part as well as directional radiation simulation. And there's integration with Kerbal Health?.. However I have not tried myself how it works.
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