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cw193

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Everything posted by cw193

  1. Yep, I'm in this state as well. Restarting the game did nothing to fix it. Only thing I can think of is that I re-loaded a quicksave after a failed landing. On impact, the orbit line of course would have been hidden, and then I bet the code to re-show it never got called on quicksave load.
  2. Just tested and the version compatible with the latest KSP is on CKAN now, thanks!
  3. Love this mod, thanks for adopting it! Any idea when it'll show up in CKAN? I'm still only seeing the 1.8.9 compatible version.
  4. My ground-up-rewrite requests: (1) Procedural parts or pervasive variants or some other way to drastically reduce the number of available parts that do the same thing just in different sizes. (2) Make Saturn V-like interstages (both the lunar-module-encapsulating one and the angled one on the stage beneath that one) straightforward to make! The new Engine Plate + the mod Decoupler Shroud are a big improvement (I believe Realism Overhaul also has a good way to do this) but it feels like a ground-up redesign of the builder would be a good chance to make this simple. Like maybe make the rocket walls themselves load-bearing instead of a magic green attach node at the center, which is not like real rockets. Obviously would be tricky to do this while also retaining the LEGO-like build-ability of KSP 1. (3) Make it possible to build standalone LOX and Liquid Fuel tanks or otherwise make it possible to build rockets like the N1 where you can see the exposed tanks behind the crisscrossed "interstages" (4) Make a lot more "hollow" parts (maybe as an option on the part). Example: the Saturn V lunar module fairing again. The first 1/4 is attached to the previous stage, which you can do in KSP 1 with a structural tube piece, but then you can't put the fairing base on top of that without clipping through your lunar module. Example: those crisscrossed interstages on the N1 -- would be awesome if when you went to place them they automatically attached at the place where the tank starts rounding and not at the tip.
  5. I posted on GitHub but figured I'd ask here as well -- do we know what it would take to make this (awesome!) mod work with the new Engine Plates? Thanks! EDIT: Never mind -- just saw the posts talking about Engine Plates here.
  6. All good points -- I was definitely one of the ones who bought the expansion on the day it came out :-) I think the 1.875m parts are different, though -- mods can already make their own 1.875m parts. My point was (and I'm not a mod author so I may be mistaken) that the new engine plates seem to function beyond what's possible for a mod in the base game. Or maybe it's *possible*, but making it *standard* simplifies mod code, enables sharing, and encourages mods to extend the system even further in new ways. Take the new variant system -- it was already possible (I think) to accomplish similar part (or at least texture) switching through mods, but by standardizing a variant system in the base game and exposing it to mods, people can build from there to create even more amazing mods without having to code and maintain that themselves. So yeah, I definitely have no qualms paying $15 extra for all the time KSP has given me -- I was just thinking aloud about the difference between isolated changes (like new 1.875m parts) that make sense for a DLC, and lower-level, fundamental changes (like the variant system) that make sense to expose in the base game because of the community effects, then still make specific use of them in the DLC. I could see the engine plates going either way.
  7. Agreed! Filed feedback asking for them to be moved to the base game since they enable so much and aren't really specific to historic spaceflight: https://bugs.kerbalspaceprogram.com/issues/18600
  8. Agreed. Filed feedback: https://bugs.kerbalspaceprogram.com/issues/18600
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