BigFatStupidHead
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Posts posted by BigFatStupidHead
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Have you built a working helicopter yet? There's some good tutorials for that kicking around the forum. Also, try downloading a working helicopter to dissect. Once you have the basic principles down, a quadcopter isn't any more difficult to make than a helicopter.
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If you don't mind using ModuleManager, it shouldn't be too difficult to add some ablator to all aerodynamic parts... default it to empty and it would probably work pretty well.
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Wow, you're really making some nice stuff here!
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Nice update. Thanks for keeping the mod up to date!
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That's the cleanest Kraken drive yet. And it has precise control, too!
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1 hour ago, allista said:
The link is broken by double-pasting.
That'll teach me to sleepy-post. Fixed!
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On 8/12/2020 at 2:24 PM, linuxgurugamer said:
@allista can you point me to instructions on how to add a new resource to this mod?
If it helps to have an example, I added the resources from Progressive Colonization Systems to CC. You can find the files on my github.
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So far, so good. Next up is hard mode, where Kerballed parts cost power to run the AC.
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On 8/3/2020 at 2:04 PM, Moach said:
... the first thing a hacker does to pirate a game, is to remove that very source of aggravation. Effectively, aggressive DRM means pirates can offer a superior version of your product for free.
The first thing I do with ALL my (legitimately purchased, mind you) games with DRM is find a no-DRM patch.
Though I actually don't buy any games with DRM anymore.
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2 hours ago, allista said:
Doubt it. Everything is purely KSP/Unity code; basic stuff like transform scales work everywhere.
I'll debug your issue after the vacation.
Have a good time!
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On 7/24/2020 at 1:45 PM, BigFatStupidHead said:
Now that this is updated to 1.10, I can finally ask...
Is anyone else having issues with orbital containers not deploying, or subassemblies not being oriented properly in orbital containers with their open nodes towards the D side?
So, I loaded up KSP in Windows, and containers deployed properly. So I think whats going on is some sort of Linux issue.
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What an awesome bit of research.
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6 hours ago, Xithyl515 said:
Hi I'm trying to use the part printer in orbit around kerbin to print specialized parts so I can configure my already attached DIY kits. Problem is, it instantly fills up my machinery storage and stops printing. I even have enough storage for 2500 machinery. So I'm sitting there clicking "Jettison Tank Contents" ten times a second to get any specialized parts. Anyone have a fix for this? I just want the specialized parts.
Can you not just turn off the machinery storage tanks? You know, with the little button that's beside it?
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On 7/24/2020 at 2:31 PM, allista said:
A save file with reproducible issue would help a lot with debugging.
I shoved my savegame up to my github.
The only mod needed to load the orbital station is https://spacedock.info/mod/2384/Stockish Project Orion.Updated the save with a modless station. And this time I made sure the upload actually commited. Go me!
Thanks for taking a look!
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Now that this is updated to 1.10, I can finally ask...
Is anyone else having issues with orbital containers not deploying, or subassemblies not being oriented properly in orbital containers with their open nodes towards the D side?
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There are instructions some pages back on how to make it work in 1.10; you need to make a whitelist and an ignore list. I'm not sure what the ignore list does, but it might be a belt and braces situation.
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I don't usually like watching video tutorials, but I watched this one. Good information, and some neat ideas I haven't seen before. Good job!
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15 hours ago, R-T-B said:
There is a new 1.10 branch release that contains a fix for the incorrect gas giant shadows (basically the sun casts the shadow wrong angle on them). This issue is also present in 1.9, and will be fixed there shortly. You can help speed up the fix if you'd like, by testing it (and thus proving it works) on my 1.10 branch. Prerelease 3 has it.
https://github.com/R-T-B/Kopernicus/releases
EDIT: And just like that, a wild hotfix appeared! See release 4 to test it, because release 3 didn't work on non-joolian template gas giants.
Release 4 appears to be working with my brief look - OPM gas giants all look like OPM gas giants, Snarkiverse properly scrambles the system up, etc.
Good to see you're back on Kopernicus, and there's no torches or pitchforks this time!
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10 hours ago, Comike14 said:
I've updated this mod to work with the latest KSP x64 build (v.1.10), as well as integrated it to be available in CKAN for all KSP v.1.8+ versions, but I would like to ask the current repository owner if it's alright if I submit a pull request. Or perhaps even take over development -- I have a lot of ideas for this mod....
Here's the issue ticket I made for it, which contains what my goal was, the work I did to make it compatible, and some screenshots and whatnot showing that it works.
I suppose I have two questions for this forum:
- Any way to get in touch with the current owner?
- Any interest in seeing this continue to be maintained, with new features added?
Thanks, all!
Well, the license is MIT, so Fengist has implicitly given permission for anyone to do basically whatever, as long as the license remains MIT. And I think it's great to see this mod come back. Thanks!
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Oh! Just grab the one you like and copy it to one directory down, where your current persistent file is located. Do whatever to the not-working save, rename the backup to "persistent.sfs" and you should be good to go!
...You can also try loading one of your quicksaves too? Same process, but your current quicksave might still be working. I'm just checking now if they're loadable from in game somehow.
I can only find a way to load them in-game, which your current broken persistent prevents you from getting to. I thought there used to be a way, but guess I was mistaken.
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On 7/11/2020 at 3:30 PM, KSPrynk said:
Can someone using GC in KSP 1.10 x64 confirm that they can add a vessel to a Ground Kit Container in the VAB? I can Select a part or sub-assembly from the container PAW, but when trying to Select a vessel, the Stock KSP load menu comes up and neither Load nor Merge has any effect. Is there a GC loading GUI that's supposed to appear, like there are for parts and sub-assemblies?EDIT: Nevermind. I see someone caught this earlier as GitHub Bug #77.
I think this may be part of a stock 1.10 bug, where the merge button in the construction buildings doesn't work.
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There is a backups directory in your KSP/saves/"yoursavename"/Backup directory. Hopefully one of those is good.
And on a second read it sounds like you already found that. Good luck!
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If you are lucky, the game has a backup directory for saves too. Maybe it has one in there that isn't too far back?
Mystery mod
in KSP1 Mods Discussions
Posted
Try uploading it to KerbalX.com
" KerbalX is its own stand-alone website and sharing platform for KSP ships, and it can host your craft files for you, as well as show the list of mods needed for the craft to function, part count and other important stats."