-
Posts
492 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dok_377
-
[1.12.5] Restock - Revamping KSP's art (August 28)
dok_377 replied to Nertea's topic in KSP1 Mod Releases
This is correct. They don't have doors that open, it's a shroud which you can jettison. -
Did the final certification test of my Falcon 9 and Crew Dragon style vehicles. They're now fully ready to launch kerbals. And a couple of bonus shots from in flight abort test.
-
Please do not spread misinformation. The mod works just fine, the problem is on your side. Also, PlanetShine will not be obsolete until Deferred gets support for all the mods that do not have it at the moment, and considering that a bunch of these mods potentially do not have active maintainers anymore, it might take some time, if it will even happen. Saying that the mod is obsolete just because another mod released is a bit of a stretch. Some people might just prefer PlanetShine for their own reasons. The game itself wasn't updated for more than a year, that really doesn't mean anything.
-
Negative things about the game, development, and the silence
dok_377 replied to Izny's topic in KSP2 Discussion
Oh, negative stuff, you say? Well, just about everything. The whole situation was a giant dumpster fire from the very beginning to the very end. Period. I'm sure this message and/or the whole thread will stay where they are and nothing will happen. -
Did some testing on ground recovery and I just love how kerbals exit my HEMTT. They just jump out.
-
I did a little hop with the first stage of my new rocket to test its systems and then recovered it with a transporter.
-
It sounds like the infamous robotic drift bug. To fix it (at least partially), you need to install KSP Community Fixes. This mod also has a bunch of other fixes as well.
-
You might not want to use this one. It's extremely unoptimized and and was thrown together without any consideration, it uses way more resources than it needs to. It's also just a repackaged version of other mods, so not really original (stolen, more like). You can see a more detailed review at the last page from Gameslinx. If you want to use graphics mods, just download Spectra or AVP.
-
I think it's F.
-
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
There has to be a more specific way of reproducing it. I'm not that much of a plane builder, though I have built enough to see what this is about, but I never had control surfaces that were rolling instead of pitching. The WASDQE controls are always as I set them up to be. It's the deployment feature that's inverting and it only can be seen through pressing "deploy", not through controlling the craft. You must have a certain way of building for them to be inverted even with direct controls. -
I just finished my big Minmus science collection mission. Here's some screenshots: The station with the lander in orbit of Minmus, mission beginning. The same station after 9 landings were completed. You can see the lack of SC-9001's on the station. This is because the lander was leaving them on the surface as beacons after each landing. The map of SC-9001 modules on the surface. Some screenshots of the transfer stage with the return module going back to Kerbin. The upper part of the return module was jettisoned, exposing the return capsule. The return capsule with the remainder of the return module. It gets jettisoned just before entry. The capsule was recovered with 105 experiments, which netted a whopping 3482 science points. All 9 landing in a collage.
-
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
@Gotmachine FYI, you probably need to set an ignore flag or something like that in the dragcube generation patch for decals from Conformal Decals. With the patch enabled, these parts act like wings and create a lot of force, especially if set at an angle. Doesn't really matter if they are inside a fairing either. Maybe it's because they have no drag model at all, it's set to dragModel = NONE and the patch doesn't know how to handle that. The easiest way to see the effect is to build a simple rocket with a decal at an angle and launch it, the rocket will veer off course almost immediately. -
The post was made in February, not a month ago. Maybe the vote was edited in a month ago, correct me if I'm wrong. But the last edit was in May, which is still way longer than a month.
-
Go to Collide-o-Scope\PluginData and change _defaultEnabled = True to _defaultEnabled = False in settings.cfg file.
-
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
dok_377 replied to Gotmachine's topic in KSP1 Mod Releases
I just randomly checked the settings file and it seems like the patch was left disabled by mistake. Downloaded the archive again just to be sure, and yep, it's set to false in the config. -
As I said, it doesn't do that by itself, you need to know a specific way to do it. The game itself is full of exploits like these even without any dlc. Landing gear kraken drive, for example. It does not require any fuel and practically has infinite range with extreme speeds. But that knowledge will not make you not use any landing gear because they're sus, will it? The game also has a debug menu with cheats, by the way.
-
How is KAL "hacking", exactly? It's just a sequencer. And a very powerful sequencer, at that. You can do some pretty cool stuff with it, and as far as I know, not a single mod has the same functionality as KAL. It's pretty sophisticated for what it is. Sure, it has some exploits as well, but you need to know how to do them, it doesn't "hack" anything by itself. And the game is full of exploits even without it anyway. Be aware, though, this mod also has a lot of bugs in it. Last time I've seen it, it had a pretty bad editor symmetry bug that affected stock game parts, not just robotic parts.