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About whale_2

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    Stabilizer Of The Old World

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  1. Cool, thanks. I'll review the changes soon-ish. Sorry, with current stuff happening around me can't promise more
  2. Let's say, it filters the data more aggressively. More elaborate explanation will dive into how Unity works.
  3. WorldStabilizer is indeed recommended band-aid for OPT. OPT has some parts with apparently wrong colliders that make the game think that vessel is about 1km height hence spawning it 1 km up in the air. This mod determines vessel dimensions differently and places the vessel according to its own calculations.
  4. No idea, sorry. I didn't touch this mod for quite a while - it seems it didn't get any significant interest. However, it has a chance to work even in 1.10 - just try it. No, should be fine without TweakScale too.
  5. This mod is truly fantastic. Kudos for it. Is there a way to make upper and lower width different (sort of trapezoid form)? Can't I just find a proper gizmo or is it not implemented?
  6. Ok, 0.5.2 is out. Now to unlock skydiving contracts you must BUZZ THE TOWER first! Those contracts still could be disabled via config file. I feel too lazy to make a GUI for it, sorry. Mod now is normally disabled on non-career mode, but if you really need it - you can forcefully enable it in config. (See changelog) Also other celestial bodies are available for skydiving.
  7. Thanks, I can fix it, no problem. TBH, I never tested it in sandbox - this mod doesn't make sense in sandbox at all, I'll probably just disable it. @HansAcker - I'll see what I can do with skydiving.
  8. RO is an exception. It has configs that modify stock wheels when KSPWheel is present.
  9. I do it the following way - remap controls, so you can control steerable wheel separately from the rudder. (Ideally have rudder controlled by a joystick). Use wheel control when the speed is low, use rudder when going fast. This way you are less likely to oversteer.
  10. So, finally, updated to recent KSP versions. Also added SkyDiving contracts - started when 1.4 got released, but was distracted by lots of other stuff. Now you can pack your aircraft with some kerbals and throw them out from the sky - they will let the hold themselves and parachute will be automatically opened in 5 sec. Skydiving kerbals are taught to keep horizontal speed around 10 m/s which is quite survivable for them, however, don't leave them alone, circle around in your aircraft or hang around in your helicopter - if you fly away too far, the game will decide that they don't de
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