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Posts posted by Hyratel
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looks like the biplane and blackhawk wheels are still Broke As Hell for tail draggers. Haven't successfully tried them with a tricycle yet
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58 minutes ago, Snark said:
Dang, somebody beat me to posting this thread. Yes. This.
Here is my proposal for what it should be.
Like that... only bigger. I want to be able to land on it.
On top of a mountain somewhere-- perhaps Kerbin's highest peak might be appropriate.
"Mount HarvesteR"
You punned.
that style of column - fluted upright with curled top treatment - is called "Ionic style"
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@NathanKell Can you weigh in on both part textures derivatives, and shader derivatives? I STR textures were in question at one point, and shaders are currently a prickly question per the past few pages
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maybe this is answered elsewhere but hitting P while mousing over the parts only shows the 'available parts' hilight and there's no stock apps button. does it need the Blizzy bar? I can't figure out how to open the GUI window
edit: LinuxGuruGamer DLL works fine
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Seconding the separate part water-RCS nozzles - they're A, Cute and B, useful as heck
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ok, pulled down the MKS Lite pack - the included Firespitter Core works. the Firespitter Core download you get from the FS thread does NOT work.
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pull in a RetroFuture Firespitter-prop and I see this -
Firespittermultitanks from RetroFuture also cause breakage - one tapered tank-adapter becomes unselectable after right clicking and getting no menu
Edit - I just checked and I do not have old MM Cache, no extraneous copies of the FS plugin. this is as stripped-down an install as I could make for this test
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Multi-select and engine blades/FX are not working, as best I can tell. Will try a minimal mods test to be sure.
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1 hour ago, speedwaystar said:
did the failure involve the dev release of firespitter's texture switcher not working (no "next/previous texture" buttons)? i had this problem with @raidernick's R7 fuel tanks under 1.1 prerelease, but haven't investigated further.
yes - multi-mode tanks don't provide the type selector buttons. are the necessary changes documented anywhere?
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is there a discrete way to test Firespitter Core's functionality? because I'm having failures with both RetroFuture tanks and Roverdude's Otter sub parts
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Godspeed. Fair skies and following seas.
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So it applies a New Position to the active joint part, and torque or force is an emergent effect of that delta?
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does IR apply a Force, or an Acceleration to the parts?
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how do you properly use the Vtol Fan Wings - I figured out how to map them to forward thrust, but is there a way to map them to the RCS controls? I'd like to use them in lift sustain and forward thrust together
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life check on this mod
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can't seem to attach anything to a station. I've got a screwdriver equipped, but everything drops into scene but never connects
EDIT - I'm a narb and can't read. X activates Right Hand Tool. working now!
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There's a design flaw for the tourist contracts.
Tourists can use IVA props to get out of the vehicle:
ever seen cars (usually sedans and larger, including vans) with a lever on the edge of the door called "child safety latch"? it disables the interior door handles entirely
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is the lagging from the [grab build part|grab inventory item] decision system known? because it's really tripping me up in the editor, and the right click behavior is really jarring because it gets confused between the Right Click Expand Flyout Tooltip and right click Grab Inventory Item
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userguide reader is too tall for a Y=768 window. fortunately, the entire pane is grabbable/draggable, but that's not quite evident at first. had a panic moment when I openned the user guide
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I've been on the Experimentals team since version 0.18.2 (that's late Jan '13) so I've been doing this for well over two years, simply because I love the game and want it to be the best game it can be. no tester is perfect, no programmer or dev is perfect. things slip under the radar simply because it never occurred to somebody that that might even be an issue. EEven now, i'm finding and logging little things that I spot in the release 1.0.2
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is it known as a bug that using re-root to change the root part causes the CoB calculation to miscalculate? (attach radial gondola, reroot to command pod, show CoL/CoB)
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is there a plan to roll up a Community Tech Tree patch for this? CTT strips tree node assignments for all parts so they're only available with an explicit assignment. (this apparently avoids problems with redesigned nodes)
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is it possible to get a non-map view of the landing site? I got this with the intent of using it for pinpoint science contract missions, but it's dangerous to go into map mode when you're making 3 km hops on minmus
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hey Nothke, is this still on your radar?
[1.12.x] AFBW Revived (Joystick & controller mod)
in KSP1 Mod Releases
Posted
is there away to entirely disable xinput support? I know this is pretty much the opposite of the usual, but it's wrongly detecting a gamepad and causing my device numbering to change and everything freezes when I try to enable/disable devices