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About cyberKerb

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    Hardware Tinkerer

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    Canberra, Australia

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  1. The models look great! Question though, is the background terrain a static model or are you also showing off some awesome looking cliff / mountain generation for KSP2?
  2. There's 10 now, but is still depends on the Devs having cleared other higher priority issues first. No point in bothering them, just have to have patience. It only a minor issue the grand scheme of things when compared to the other in progress issues you can see they are working on.
  3. Forgot to add my vote - so done now. That only counts as two so far. A casual check of the issues log it seem most issues only get 0-3 votes. Those that are in confirmed status (ie had attention / impact enough for people to vote that they were looked at be Dev) have around 3-10 votes .So I'd so we're a long way of someone looking at it. For context though, they are fixing issue like being unable to save the game, which would be more important that a biome fix at this moment. Priorities aside, I'd say you'd only need about 10 votes or so to make the point when compared to other votes that
  4. True, but for what seems to be an easy text edit of the biome color code and a small colorfill change to Tylo and Eve biome maps, you'd think this fix would be only a minor effort to correct. Guess I've been following Wube and Factorio development too much. They are still the gold standard for development cycle and bug fixing processes. I'm sure @SQUAD have bigger issues to address due to all their recent DLC releases and patches for gameplay improvements like the flight scene repairs.
  5. I created a new issue with the current version numbers so I can keep it updated until corrected: https://bugs.kerbalspaceprogram.com/issues/27145
  6. This a ping for @Alphathon to advise you might have useful reference code for adapting OSE to the stock inventory. USI updated the Konstruction mod with functionality that is similar to what OSE is with regards to creating parts.
  7. Other than the Specialized parts and using the stock Inventory, does this make the Konstruction mod into an alternative to the OSE workshop mod now?
  8. Thanks! The plan is to run a career campaign until I can get the funds to build this Shuttle and continue from there. I'm looking forward to working this challenge goals into my career save.
  9. I've been thinking about joining this challenge for a long while and during these holidays, decided to have a go. After a few iterations in the design, I've settled on something that allows a bit of flexibility with moving fuel to the front or back of the craft. I also tested expanding the cargo bay and it seems OK enough to work out the details in later missions. Last two requirements were that it looked good to me (check) and if I crash it Jeb stuffs a landing, the debris would be interesting (hence the side pods). My entire testing routine was to launch from the runway with minimu
  10. I'm surprised your KSP is working - that log file has constant NRE from Parallax among others issue on loading the game. I do see the NRE from Docking camera, but it you'll probably need to work out what combination is causing that issue before it can be troubleshooted much. I've launch a vessel into space around Minmus and the KURS docking cam worked fine.
  11. Minor issue with the restock whitelist in that you've referenced textures as models. Squad/Parts/Command/cupola/ksp_l_cupola_diff.dds Squad/Parts/Command/cupola/ksp_l_cupola_diff.mu <-Not valid Squad/Parts/Command/cupola/ksp_l_cupola_normal.dds Squad/Parts/Command/cupola/ksp_l_cupola_normal.mu <-Not valid I can also confirm the RCS on the cockpit doesn't work. The model shows it has RCS ports on the texture, but the part: 'mk25Cockpit' doesn't have a ModuleRCSFX module in the cfg file. Having said that - looking at the model via Sarbians 'debug parts', it doesn't se
  12. Initial BETA Release added to github for anyone that wants to test the mod out. Just note if you are testing, it's a BETA release, so I'm mainly after feedback on what's been coded so far. The container is under the science parts and is unlocked at the same time as the Science Jr. Important note that Heavy Science is NOT compatible with Kopernicus at all. Everything breaks horribly, but I'm still learning how to get that to work. Initial Release Github Download link Somewhat relevant:
  13. Oops - yep - you're right about that. Thanks for the catch! I'm guessing I got the brackets correct then cheers
  14. Have I got this syntax correct with the nested HAS commands? I'm trying to write a patch for all crewable parts that have a science container - ie specifically not including the external command chair as it doesn't have a ScienceContainer. Wrote this looking at the wiki and think I've got it right, but thought it worth checking. @PART[*]:HAS[ @MODULE[ModuleCommand],#CrewCapacity[>1] :HAS[ @MODULE[ScienceContainer] ] ] {}
  15. With headless an enough computers, you could have a main monitor, a map view, an external camera and an instrument panel all running together.
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