BureauJaeger

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About BureauJaeger

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    Rocketry Enthusiast
  1. [1.3.1] SXT Continued

    Hey @linuxgurugamer, I made a pull request to the tweakscale patch which may or may not break people's crafts, mostly planes though, see what you think.
  2. Well the bus mission seems to work now (KSP 1.3.1&GAP 1.2.9), with only few additional mods at least, so it may have been a mod compatibility issue or something else got fixed in the meantime. And the tourists' spawning was fine too, nobody exploded. However, and this has likely nothing to do with GAP itself but just as a heads-up, I installed the Mac version of KSP for a change (usually running on Win10 via Bootcamp) and I'm getting a massive fps drop from the tourists. Just looking at the bunch from the runway slows everything to a crawl. I never had this problem before and it seems really bizarre, 6-7 Kerbals in one scene isn't that many. A quick search pointed to similar lag problems with the VAB/SPH construction crew in Mac 1.3. so my wild guess would be there's some hiccup going on with Kerbals in OpenGL. Any other Mac people lurking around, is this a known issue?
  3. Sorry, I haven't tried since 1.2.2 and I don't even have KSP installed atm. I could set it up for testing though if I have time, I'd love to help since updated GAP is the main thing I've been waiting for to start a new career game.
  4. Aviation Cockpits (New prop cockpits)

    No, but AOA Technologies has the extended nose variant.
  5. Who needs a level runway anyway?

    I haven't tried the pre-releases but reading the changelog, flattening the T1 was definitely the right choice in my opinion. I love building planes in KSP and I always prefer the career mode in games like this. While a crude and bumpy airstrip makes historical or "story" progression sense, the difficulty progression is reversed, which isn't that rewarding game design-wise. When you're a new player starting with the career, you have a limited set of parts to build with and a nightmarish rollercoaster of an airfield to test the feasibility of your creations. You won't know if the fault is in your design or the ground when your carefully crafted plane explodes for the twentieth time. It can be an awfully discouraging introduction to the game. (Made me ragequit a few times at least.) Then you realise all you have to do is upgrade to Level 2 immediately and it's all good. (Or use the grass, which is lame.) But then you also lose that particular challenge and testing ground for the rest of the career. I do wish there was another, more difficult runway apart from the island airfield somewhere on Kerbin. Would it be feasible for example to recycle the now obsolete version of the Level 1 as an anomaly somewhere? Trying to land the late game hypersonic SSTOs on that potato field would be interesting. Also, a big thank you for fixing the seam issues in particular! Getting rid of that kind of seemingly small but nagging bugs helps us keep playing and increases the longevity of the game even further.
  6. Aviation Cockpits (New prop cockpits)

    Really? Well that's a shame. Yeah, sadly no secret recipes, I think they were mostly default settings – for that version anyway, something may have changed in the meantime. However, I did balance the COM right on top of the main gear by tweaking the fuel in the tanks, and that usually helps minimize the pendulum effect. But maybe I just got lucky and managed to make an actually stable tricycle for once. The only trouble I had was with the scaled down nose wheel which loved to explode when braking too hard. But that's somewhat realistic I guess.
  7. Aviation Cockpits (New prop cockpits)

    Thanks! Nope, I'm using just stock aero. But the speeds were comparatively high in that as well, and I even intentionally used the whole runway on take-offs just to see how it behaves and the ALG worked great. (Much better than stock gear anyway which regularly start this weird self-amplifying oscillation at higher speeds and eventually throw the plane all over the place. ) So is there an issue with FAR and ALG then? I haven't followed those threads in a while.
  8. [1.3.x] Kerbin Side GAP

    That's awesome news, thank you for the update! Been a bit busy lately IRL but I'm gonna try the new version out as soon as possible.
  9. That's the Kerbal way. Really? That's hilarious and awesome, never even noticed that. Anyway, the External Command Seat lets you do EVA reports if you want a less silly method.
  10. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    @Angel-125 There was another mod recently with this issue, looks like the problem is in the RealPlume MM patch for MOLE. ":FOR[RealPlume]:NEEDS[SmokeScreen]" should be ":NEEDS[RealPlume&SmokeScreen]" so that it doesn't presume RP is installed even when it isn't.
  11. [1.x.x] Kerbal Hacks: Droptank "Wrapper"

    I was inspired. With a growing portion of the national scientific funding earmarked to the Flat Kerbin Society, #alternativefacts, the Space Program has been forced to significantly scale back the kerbonaut training courses and subsequent Munar expeditions are now carried out as one-man missions.
  12. Aviation Cockpits (New prop cockpits)

    Fully! It's nice to finally have landing gears with suspension that actually helps instead of acting like perpetual motion pogosticks.
  13. Aviation Cockpits (New prop cockpits)

    Look ma, I am a productive member of the society. I've done a thing. Specifically new textures for the awesome F-104 cockpit which I'm releasing now as a submod in this thread with @Mallikas' permission. Here's what's included: two variants of the cockpit texture and a new IVA texture for the F-104 plus a new blue canopy glass texture for all the planes in the mod. So download and install the "Super Exclusive Early Download" version of the mod on the previous page if you haven't already, then download my texture pack below, replace the textures you want and go build the thing! Download: https://www.dropbox.com/s/7btz3f4x1hm5x4e/F-104_Retexture.zip?dl=0 Here's an imgur gallery dump for your viewing pleasure. Licence for the submod same as the original, CC BY 4.0
  14. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    Yep, the Nom-O-Matic 5000
  15. [1.3.1] Mark One Laboratory Extensions (M.O.L.E.)

    And if you are very picky, an ever so slight Tweakscale adjustment merely to the hexacore lets you hide the wedges neatly inside a service compartment. However two of the four (brainfart edit) six wedges are left hidden behind the compartment wall, so those spots are not ideal for the animated parts. I have four Orbital Science wedges with a couple of Universal Storage supply bags crammed in the return stage here: