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Everything posted by Sky The Heck
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Buffalo 2 Modular Space Exploration Vehicle
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah, i was hoping that wasn't the case as the general look of the part makes me think it'd look good as a bridge on a ship. -
Buffalo 2 Modular Space Exploration Vehicle
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mod Releases
Out of curiosity will there be a variant without the hatch? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mod Releases
Heya, I Found something while playing around with the Circularization helper and I'm not sure if this is an intentional feature or not. If you use the Circularization helper with your target set as a craft, Regardless of your distance from the target you'll always instantly warp around 90-100m away from it. -
Parts on the craft that are using Waterfall are From Restock and Blueshift, Specifically the Warp Ring and The Nuclear engine. Modlist: B9 Aerospace + Legacy Parallax + Stock Config KSPIE WBI BlueShift Restock + Waterfall Config Kopernicus (Bleeding Edge) + Galaxies Unbound EVE + AVP + GU Config Scatterer StationPartsExpansionRedux Singularity ModuleManagerWatchDog SmokeScreen Log: https://drive.google.com/file/d/1O9YAonmdZ6D9deDllMAp9GPm56kk_zVV/view?usp=sharing Edit: I went ahead and tested it ingame, when removing all parts that use waterfall the issue appeared to go away, though when adding back the Nerva engine, the issue didn't appear; only when I readded the Warp Ring did the issue come back.
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Heya, Recently I've been having a rather odd issue where it appears like there is a part in the skybox while console is being spammed with "[Waterfall][ModuleWaterfallFX] Couldn't SetControllerValue for id"; It seems like it only happens after I reload a quicksave or switch vessel. Figured I should post this bug report here seeing as it seems to be an issue with waterfall itself.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mod Releases
I've been having a similar issue, Seems to only happen when you power on the drive before its actually been triggered via staging. Here's the debug info -
[1.8.x]GN Drive from Mobile Suit Gundam 00
Sky The Heck replied to flywlyx's topic in KSP1 Mod Releases
Out of Curiosity, Would it be possible to control the effect to a degree? -
I'd like some sort of re-usability mechanics, A la Falcon 9. Other than that; everything they've shown has got me excited. I've always wanted a colony system that you could build from raw materials and not lug around inflatable habitats.
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KSP Loading... Preview: Breaking Ground - NEW SUIT!
Sky The Heck replied to St4rdust's topic in KSP1 The Daily Kerbal
These remind me of the SpaceX iva suits. Out of curiosity will we ever be able to remove the parachute on the suits? Its odd having Kerbals EVAing in space while still wearing the parachute. -
Kerbal Space Program Breaks Ground with a New DLC!
Sky The Heck replied to UomoCapra's topic in 2019
It was a good idea keeping this under wraps, I remember waiting ages for Making History to come out. Gonna get it once it comes out most likely.- 1,121 replies
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- breaking ground
- coming soon
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[1.7.x-1.3.1] Xen’s Planet Collection Revived
Sky The Heck replied to Mythical Donuts's topic in KSP1 Mod Releases
I know its a bit early to ask this, but can we get EVE/Scatterer Configs for this? -
When We Left kerbin - Chapter Twenty: Epilogue
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mission Reports
Sorry if this has been asked already, But what mod does the parts used in the Estonian Pathfinder come from? -
I'm pretty sure that as long as the stock system isn't modified too much, your saves should be fine. So yes, this (Probably!) wont mess up your save.
- 184 replies
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- cugi
- environmental visual enhancement
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Sky The Heck replied to Angelo Kerman's topic in KSP1 Mod Releases
I feel like this mod goes well with Planet packs, OPT, and *insert popular interplanetary and interstellar part mod here*. Something about going to a distant world and setting up a temporary colony is just really interesting. Can't wait to muck around with the sandcastle parts!- 3,509 replies
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- pathfinder
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Thanks for the help! Cant wait to take some screenshots
- 2,161 replies
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- launch pad
- soyuz
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I've done that, though I did put the V2 general pad parts in the MLP folder (KSP_win64\GameData\ModularLaunchPads\v2_General_Pads)
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Not sure if i'm installing correctly, But I haven't been able to get the V2 launchpad parts to show up. Was Hoping to mess with the Rotating service structure and the Stationary service structure
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- launch pad
- soyuz
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Eh, Im pretty sure you could easily make a Starship hopper in the stock game and Tweakscale
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Sky The Heck replied to Pak's topic in KSP1 Mod Releases
Not sure if this is the proper place to ask, but is it possible Patch the Block II shuttle IVA use the IVA of the MK3 Cockpit? I've noticed that the window structure of both parts are essentially the same- 2,344 replies
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- stock-alike
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Sky The Heck replied to Gameslinx's topic in KSP1 Mod Releases
Congrats on release! I'm eager to play this; If my computer approves of at least the cloud's (though the fact that this runs better than stock gives me high hopes on being able to run this on max settings)- 1,615 replies
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- kopernicus
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Been following this mod for a while now, I think I might abandon the stock system after this comes out due to the pure fact that this looks stellar! (pun intended)
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This looks pretty neat! Looks a lot better than my launch towers, thats for sure. Cant wait to try it out for myself
- 2,161 replies
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- launch pad
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Ello! I've been lurking on the forums for a while now, I know a few things on ksp, Funnily enough Despite having this game since the pre 0.90 days, I've only just managed to make a plane fly plus how to fly to the mun, but I mainly use mechjeb for rendevous and other advanced tasks.