Zmeya
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Posts posted by Zmeya
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On 11/21/2022 at 5:20 AM, Lisias said:
I have some FAR patches on the Experimental release (unfortunately, a crap as I had mande a pretty lame merge mistake on some configs). Once I finally manage to shove this thing trough the door (Hopefully Soon™), do you want to beta test it?
I'd be happy to whenever a test version is ready.
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On 11/19/2022 at 11:18 AM, ToxicFrog said:
I'm getting back into this, and I have some questions --
- How do I run scatter experiments? I can walk right up to a sapling on Lua and I know there's meant to be experiments associated with them, but I can't figure out how to run them.
- Do rare scatters like the Lua Terraformers show up in SCANSAT anomaly maps, or do you just need to wander around until you find one?
1: Have kerbal close enough to scatter, right click kerbal
2: explore until you find the rare scatters, I found one of Lua's rare scatters while an unmanned plane was entering it's atmosphere -
On 11/14/2022 at 2:07 PM, Rakete said:
How are things going? Looking forward to a stable release.
As am I, many of the wing parts look good but dont work properly with FAR
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2 hours ago, septemberWaves said:
The reason I'm unsure is because n-body systems are very delicate and I'm not certain that the Principia-patched version of Beyond Home will still be stable after being rescaled.
Which is part of why I suggested you try it with a test save, the other reason is that it's faster to test yourself than to wait for someone that knows for a fact how it will work
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36 minutes ago, septemberWaves said:
Does this work with both Principia and Recale?
I would assume so as long as you install the Principia patch, try it in a test save so you know for sure.
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I was going to use Kerbalism primarily for the addition of radiation and change to how science works, but with the partial and complete incompatibilities it doesnt really seem worth it.
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8 hours ago, RoverDude said:
There's already an option to turn off the machinery component. For anything else, Module Manager is your friend.
Anything beyond making a clone of a relatively simple part using or producing a different resource(eg. an LH2 fueled clone of a stock jet engine) is beyond my abilities.
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Could we get an option for configuring what resources are needed for making parts/ships(a difficulty option kinda like what USI-LS has)? While I can't speak for anyone else, to me at least when you have material kits and specialized parts, needing 5 other resources that seem like they would be included at part of the first 2 just ends up feeling like unnecessary added complexity.
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13 hours ago, Lisias said:
In a way or another, using PDLauncher is highly not advisable with or without Mods.
I noticed before the PD launcher was added I couldnt launch KSP normally through steam, so by adding "KSP_x64.exe" as a non-steam game to my steam library I was able to get around that problem, it also works for getting around the PD launcher.
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For scaled up to 3.7x(with Sigma Dimensions) what is the correct day length multiplier? IIRC Lua is supposed to remain in the same place in the sky but I haven't figured out the right day length multiplier for that yet.
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16 minutes ago, LHACK4142 said:
Quick question: Does FAR take into account shape changes while in flight, like for variable geometry wings?
Thanks
Not well, especially not with vanilla rotors and hinges, I tried making a plane with variable sweep wings and the moving parts of the wings produced more drag and angled back than when sticking straight out.
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I tried landing a plane near the Lua space center, the plane clipped through the ground and exploded.
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22 hours ago, Ariel Kerman said:
Hello everybody, same problem with dependency here:
I was about to download this great mod for 1st time ever, but firespitter seems to be very outdated, im currently on 1.12.2 and is incompatible, anyone else had the same problem?PD: I honestly didnt read the 460 pages of this thread so if somebody mentioned this before, i apologize in advance.
Ignore the version FS was made for and actually test if it works, not all mods break from being outdated.
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3 hours ago, Kerbals_of_Steel said:
Double check you have CRP and Firespitter installed. Sounds like a dependencies problem.
Not only do I have them but I deleted the old versions before installing the versions packaged with the most recent version of MKS
Cause of problem found, Windows failed to copy all of FireSpitter's files when installing it.
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I've encountered a strange problem, some containers aren't working for me, so far everything I've researched that shows up in the "logistics" tab not only can't hold any resources for me, but can't have it's configuration changed, this is of course excluding the single container that holds part using vanilla's inventory system, the cargo containers under the "payload" tab work as expected as well as some parts from other mods and single configuration containers(eg. the 1.25m life support tank from USI-LS) though. I'd include screenshots and a log if I had a good way to do so.
Edit: Forgot to mention I'm using KSP 1.11.2 and tried updating to the latest version of the mod to fix the problem but it didn't work
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It's been a while since I've built a base using MKS, are ground anchors safe to use in 1.11.2? I vaguely recall watching a YT video where someone was having problems because of them but could be wrong about that or the problems could have been fixed.
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On 3/29/2022 at 9:19 AM, Drag0nD3str0yer said:
I do like this idea, would make a nice selection of experimental/fictional parts, but probably makes more sense to focus on after existing bugs and parts that are useful to have are added.
That's reasonable, I just figured it would be a good idea to suggest them while the idea was on my mind since I've been using a few of my own that are little more than modified clones of stock engines.
On 3/29/2022 at 12:25 PM, DeadJohn said:Hydrogen jets? Near Future Aeronautics and OPT have some SSTO engines with hydrogen configs.
Sounds like I missed something while installing them because as far as I have noticed they only have LF options aside from IIRC a nuclear thermal engine or two in NF Aero
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2 hours ago, SpaceTJ said:
Hey guys, so I'm running KSP version 1.11.1 and I'm using Ferram Aerospace Version 0.16.0.4 (downloaded from ckan) I wanna download B9 aerospace pack, but It seems like it's TECHNICALLY not compatible with this ksp version. Has anyone out there tried it on 1.11.x? does it work? And with ferram Aerospace? Thanks!
Yup, I have the latest version of B9 IIRC and it works fine, this tends to be true of relatively simple part pack type mods so long as nothing too big changes in the base game.
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On 6/25/2021 at 10:47 AM, Probus said:
Well, now that KSP has hit 1.12 and isn't going to change much anymore, I'm starting to feel a little more motivated to update and clean up this Tech Tree. Is anyone still interested?
ETT was my favorite tech tree mod back in 1.9.1, I would love to be able to use it in 1.11.2 or 1.12.3 if I ever bother updating to it.
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9 minutes ago, Drag0nD3str0yer said:
to make a procedural wing panel that would be easier to use (and simpler) than proc wings, but still allow more custom wing shapes.
Do people find Procedural wings hard to use? The only problems I've had with them have been bugs.
Unrelated, Im not aware of any mods that add hydrogen fueled jet engines, would be cool if a few were added in an optional file for those who use mods that add liquid hydrogen. -
On 3/7/2022 at 2:41 AM, Lisias said:
But I'm unsure if I should shove them on KAX? I don't want to turn it into a feature-creep add'on, it may be a better idea to complement it , like I'm doing with TweakScale and tis Companions...
What do you think?
Either would work for me, could include an extras folder in KAX with "procedural aviation engines" versions of KAX's engines if "procedural aviation engines" does become a mod on it's own.
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On 11/19/2021 at 10:38 AM, Lisias said:
Theoretically, I can. But should I? There're already Procedural Wings, Procedural Tanks et all available.
Unless there's a good reason to do so, I don't know if it would worth the trouble - mainly because I would internalise a "fork" of these ones inside KAX, and so we would had redundancy.
BUT it can, also, open some interesting possibilities...
Please expand about why you don't think that the current Procedural add'ons is cutting it. I already have some ideas for KAX (that are not available anywhere, by the way), so perhaps we con converge into a proposal!
What about procedural aviation engines? To be fair Im not sure such a mod would be possible, so I wouldn't be surprised if such a mod is never made.
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On 4/29/2015 at 1:06 PM, Nertea said:
Q: Will you add feature/part xxx?
A: I am now retired from KSP1 modding and will only be providing bugfixes.I was going to ask if jet engines that use the cryogenic fuels were planned, but then I checked the FAQ.
Guess I'll just have to use whatever I can figure out how to make instead. -
On 1/18/2022 at 10:54 AM, Baker_02 said:
I have the same problem but unfortunately I don't have this file to delete, anybody else find out some solution?
EDIT: I had old version, with new one it works fineAfter updating B9 Procedural wings hoping it would fix a problem I was having where the handles stop being usable after a little while in the hanger I have started having the problem where wings cant be changed at all as well and while I do have the file deleting it doesnt fix the problem for me.
[1.12.x] Cryogenic Engines: Liquid Hydrogen and Methane Rockets! (Jan 22, 2022)
in KSP1 Mod Releases
Posted
You can edit the part config files