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Everything posted by 4x4cheesecake
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
4x4cheesecake replied to maja's topic in KSP1 Mod Releases
Ok Every other button actually displays a message (or open the map view), so I got confused when nothing happened after the system check. A tooltip sounds like a good idea Handy little feature, nice! -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
4x4cheesecake replied to maja's topic in KSP1 Mod Releases
@maja thanks for the update, you did a really good job on the overhaul! The new UI is wonderful and so far, my rover spawns perfectly fine, slightly above the surface, even on a slope Well, I may found a little bug anyway. The result of the 'System check' is just displayed within the console (actually it is a warning saying 'maxWheelSpeed = 59'). Not quiet sure what is supposed to happen but I've expected a message on the screen, telling me the result of the test or something similar. So far, I cannot see anything happens when I hit the button. -
The list of JH4C pretty much sums up all possibilities. There is one more option if you got all the mods through CKAN since you can export your mod list as a plain text or .ckan file. The latter one also allows you to import the list for a different KSP install which is pretty comfortable if you got some 'default' mods
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The Kerbulator works fine as well and got a really nice function editor: https://spacedock.info/mod/782/Kerbulator
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There are just very few restrictions regarding mods: 1) No atmospheric altering mod (except FAR) 2) No overpowered engines 3) No MechJeb while in the atmosphere Since the mod doesn't add any engines, I don't see any reasons to disallow the parts Well, you will probably get the 'modded' badge after finishing a mission (silver colored elements instead of gold) but the difference doesn't really matter (at least in my opinion, the challenges are still challenging, even with modded parts )
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Glad to see you back at the forum (and working on the mod) @The White Guardian That sounds pretty cool
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I would suggest to start the retrograde burn earlier, split it or even use a maneuvernode and . In my experience, most spaceplanes/shuttles require an individual descend path and you have to figure out the timing for the retrograde burn and where to aim. Personally, I just stopped building ships with such a low twr becasue I got annoyed by the long burn times^^
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Well, I've done quiet a few shuttle flights in KSP but I almost never had any isues to hold a specific AoA during reentry, just by using the stability control. And if I had any issues, this was caused by the lack of RCS / reaction wheels, which would still be an issue, even when using a rotated probe core. I'll give it a try anyway, I'm curious if there is actually a difference
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What a nice idea to point the ship into a specific direction I guess, there are a few cases where this can be useful but during reentry? Where's the advantage of just burning retrograde until your Pe hits the atmosphere/ground? To hold a specific AoA while rushing through the upper atmosphere?
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Is there an option to use something other than IMGUR?
4x4cheesecake replied to Dunbaratu's topic in Kerbal Network
Yeah, that's the risk of hitting the like button: The one day, you liked a post about butterflies, the next day it is edited to a YT link, showing the 'TOP 10 CLICKBAITS"^^ Thanks for pointing out your edit, fortunately this is the most friendly community on earth so I don't worry too much about it (And your edit still looks fine, I just don't have anything else to contribute which I can consider to be constructive, so take my like instead^^) -
I just tried it on my install and this seems to be an stock issue with all parts which got a revamp in 1.5. not just the tanks. SRBs, the MK1 Command Module and probe cores don't show up either, so that's stock issue related to new variant parts. Maybe, you can use Filter Extensions as a workaround but I haven't tried it: Do you mind to open a bug report on the ksp bugtracker? (Just asking so we don't open a new issue simultaneously ) https://bugs.kerbalspaceprogram.com/projects/ksp/issues edit: I've raised a bugreport #20345
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Oh, I see! Yeah I'll try that Never thought about building along the Y-Axis and put the stuff next to each other or at least not for the orignial design... the 'split' version actually requires exactly this type of design, I have no clue why I haven't thought about it earlier xD Well, sometimes you lose the forest for the trees^^ (and finding a translation for an idiom is quiet an adventure )
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So, while working on the final payload design for my Jool STS - 1, I came across a little problem: The blurred part contains my atmospheric exploration aircraft, I just don't want to spoil the design already As you can see, the remaining space in the cargo bay is pretty small to fit in a surface outpost but I have some space left below the aircraft....so am I allowed to split the outpost in multiple modules, assemble them in low laythe orbit and put the whole outpost back into the cargo bay to land it on laythe? Obviously, I need to get rid of the aircraft before I can do this but that's fine with the rules so far
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It contains all settings for each pp effect available in this mod (if I didn't miss one^^) but I had some troubles to find values for everything so it is not complete. For example: I still have no clue how to configure the color wheels for color grading since the unity editor uses some kind of 'color picker' for this. Almost every line got a comment, containing the value type, an example value (if someone doesn't know what a boolean, float, etc...is), sometimes even min. and max. values if there are necessary. So if you want to add an effect which isn't available in the default config, you can take a look on my file and get the correct config node
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Keep in mind that my config is just an example for various settings/how to add effects in the config and actually not meant to be used as a real config (And just to be sure you got the latest version version, here's the link again: https://www.dropbox.com/s/o6jftptho6xbm46/[WIP]example config-0.2.txt?dl=0 )
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Is there an option to use something other than IMGUR?
4x4cheesecake replied to Dunbaratu's topic in Kerbal Network
There are actually multiple options to link a picture: 1) Just post the link and it should be embedded automatically 2) If no. 1 doesn't work, click on 'insert other media' in the lower right corner and pick 'insert image from URL' 3) Type some text, select it and click the 'Link' button in the top left corner. Paste the link to the image there and you get a link to your image like this 4) If you actually want to type something, try this: [IMG]http://link-to-your-image.jpg[/IMG ] (Note: there is one additional space in front of the last bracket so it the forum doesn't mess up the text) The image should be embedded as well by using this method. If this still doesn't answer your question, I'm afraid I misunderstood you. -
Is there an option to use something other than IMGUR?
4x4cheesecake replied to Dunbaratu's topic in Kerbal Network
The imgur album feature is broken anyway and since I'm active in this forum, I haven't seen a single properly embedded imgur album. I would suggest to add just a direct link for each image, usually they will be embedded automatically and imgur is not required for this to work -
So far, it doesn't seem to be necessary, I just don't know if this bundle already got the latest update of the postprocessing stack (27. Nov 2017) edit: to contribute to the ongoing discussion about changing settings ingame: there are already some code pieces for an UI but it is far away from beeing finished. Anyway, you can create multiple configs and switch between them ingame (keybindings are set in the 'Settings.cfg' of KS3P). I'm not quiet sure if it is possible to edit and switch to a different profile while the game is running but you can def. use many profiles with minor differences in the settings for one shader and check the results ingame. It will save some time
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Burn indicator problem
4x4cheesecake replied to Rmack's topic in KSP1 Technical Support (PC, modded installs)
The new stock burn time indicator got some issues if use a mixed setup of engines (LF+ LFO engines) and run out of Oxidizer, is it possible you get into this situation? https://bugs.kerbalspaceprogram.com/issues/20265 Otherwise, some more details are required, like a description of your ship (maybe a screenshot) and a mod list. -
Welcome to the forum Well, if you cannot manage to send a rescue ship, you still have 3 options: 1) Get a Kerbal on EVA and push the ship retrograde while close at the Ap (yes that's actually possible ) 2) Use the 'infinite fuel' cheat from the debug menu (open the menu with alt + F12 or ctrl + alt + F12 or hit 'ESC' and click on 'Click for Version Info...') 3) Use this savefile: https://www.dropbox.com/s/2yh2mh2ifnvcsgn/persistent.sfs?dl=0 (I've edited the trajectory so your Pe is now at ~50km)