Grond
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Posts posted by Grond
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3 hours ago, Manul said:
Yep that's the issue. Is there any way this can be fixed?
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Hey, I wanted to ask you if you know why the bullet mechanics seem to break in orbit or when you're not on a planet's surface?
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Can this mod work with recoverable boosters?
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Does anyone know what could cause the waterfall effects in this mod to not work?
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Is there a way to remove the engine heating. I'm trying to do something in sandbox with the Frisbee antimatter engine but I need it to not have heating?
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Do you think you're gonna update this to work with new scatterer?
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2 hours ago, Gotmachine said:
I might be wrong, actually. Does the GU home switch work by replacing the Kerbol system with a custom one ? In which case you are right, distance has nothing to do with it, and the issue is caused by something Kopernicus is doing (or not doing).
Which would make at lot of sense. The whole issue seems to be caused by the Unity collision ignore matrix becoming somehow messed up.Yes the GU homeswitch replaces the Kerbol system (retextures it rather)
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11 hours ago, R-T-B said:
It's highly inconsistent with when and where it decides to present itself, but it does seem related somehow to distance. I've never seen it on normal-distance bodies (like stock kerbal distances).
It's been a bug since past version 1.7.3 of KSP, AFAIK.
After more testing, it seems that it's a bug somehow related to GU. I decided to test the distance theory, so I did GU homeswitch, and tested it in the new home system. Still happened, only difference was that now the kerbals would get pushed out more often (probably because the physics engine has a better time correcting itself at lower distances). But it seems to not be distance related when it comes to GU
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On 11/6/2021 at 10:27 PM, DaBakonAder said:
I’ve been using this in 1.12.2, and it’s worked fine. I do have one question: can you try and add blueshift compatibility?
How do you get the visuals to work in 1.12.2? Are you using RSS or are you in stock?
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On 11/16/2021 at 5:14 AM, R-T-B said:
It also happens on bodies more distant than say, a little past stock eeloo. Workarounds are listed in the release notes.
Yeah at first I thought it was this, but I talked to the GU dev and some other people and none of them experienced this bug before. Could it be a version thing? Maybe it only happens in certain game versions?
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23 hours ago, Cloakedwand72 said:
Does this mod have any trouble decoupling like the default inflatable shield or is this fixed in this mod?
I think it should be fine, the reason the default inflatable shield doesn't decouple properly is because it has a little truss structure around the mount, so the colliders get stuck. This has very simple collision meshes so it should be fine.
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I'm having an issue where kerbals clip into the ground on Kopernicus planets. This isn't GU related, I'm just using a GU planet to showcase it. It happens on every planet added by Kopernicus
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49 minutes ago, Gordon Dry said:
Why did you hide the thread and remove the latest update on Spacedock?
It seems that the .dds texture conversion completely broke the normals, sorry for the inconvenience, but I didn't expect it to get hidden after editing the changelog. But yeah the latest update got removed because it broke the normals (don't worry it didn't add anything, just changed the texture format)
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7 minutes ago, Gordon Dry said:
Congrats.
What came to my mind first: these parts need proper support for Kerbalism, to be real shields. This could be a project for WIP Kerbalism v4.
That would be awesome! I made them purely as aesthetic parts, but it would really be great to have them working as shields for Kerbalism!
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Grond's Micrometeorite Shield Mod
A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships.
Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna.
Download: SpaceDock
It is also available on CKAN!
Dependencies:
Community Tech Tree
Recommended:
Near Future Construction (heavily recommend)
Near Future Propulsion
Near Future Electrical (this one as well)
Far Future Technologies
Restock
Restock+
Spoiler-10 meter shield
Spoiler-50 meter shield
Changelog:
- 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible;
- 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science;
Licensing:
All code and cfgs are distributed under the MIT License
All art assets (textures, models, animations) are distributed under an All Rights Reserved License.
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Hello, I would like to request that my name gets changed to "Grond"
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I'm having an issue where the parts from these mods don't show up in the editor when I load the game? Any solution?
[1.12.x][WIP]SPOCK-Shuttle Pathfinder Orbiter Construction Kit | Stockalike Nuclear Shuttle Pathfinder From FAM | v0.2.0
in KSP1 Mod Releases
Posted
There seems to be a bug which causes the game to lag immensely with this mod, for whatever reason. This seems to be some discrepancy with Dynamic Battery Storage. The log gets spammed with this error, and the game starts running at 2fps.