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enneract

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Everything posted by enneract

  1. Check out MKS/OKS in conjunction with EPL. It isn't exactly 'realistic', but it is definitely 'more' than EPL by itself. AFAIK, if you use MKS/OKS, you can actually remove all Parts for EPL except the survey stakes.
  2. Your ideas are intriguing to me and I wish to subscribe to your newsletter.
  3. I have to say, I wish you did this as an LP on YT. I'd watch it.
  4. Hi folks. I'm involved in the development of a (currently, relatively) secret mod. None of our existing members have any artistic ability whatsoever, and we very badly need someone who can make some Stockalike UI textures, such as for buttons and assorted UI 'greebling' (I'm not sure what the relevant word is here, honestly). Existing examples in the stock game would be the 'recover vessel' and 'space center' buttons in the flight UI (not the pause menu), the 'Research' button in the research UI, the icons in the craft file browser window in the editor, or the New/Save/Load/Launch buttons in the editor. You don't need to worry about getting them in the game or even in any particular format. Specific examples will come up, but you'll have a lot of design freedom. I'm just looking to make some contacts right now, but when it is time you will be credited as one of the developers of the mod. PM me or post here if you are interested!
  5. This is probably better posted in the release thread for the specific mod in question, as you've identified the problem as not being a problem with KSP itself.
  6. Vanilla bug. Check out the Stock Bug Fixes sticky post.
  7. Just a heads up for folks waiting for an update to this. I'm unlikely to update it at this point; I've been playing with Kerbal Construction Time which is inherently incompatible (even in theory) with this mod, and can't imagine playing without it anymore. I may look at submitting some code to KCT to replicate some of the effects of the crew selection tweaks, but idk. If KCT figures out a way to integrate with the editor crew selection menu, then this mod will be picked back up. This may come off as selfish to some, but it is hard to work up enough 'give a ....' to spend hours implementing a mod which I'm not ever going to use myself. Anyone interested in continuing the mod is, of course, free (and encouraged!) to fork it and keep going; that is the point of a permissive license. Edit: Had a conversation with magico13 today. RR is probably getting updated after all.
  8. Just to make sure that I get how this works correctly. Mods which don't explicitly support this tree should still 'work', in the sense that their parts should still be assigned to vanilla nodes, and those nodes are all still accessible?
  9. I must be doing something wrong, it doesn't come out symmetrical using this method? Edit: Also, in the pre-release, there must be a bug with... something. The height of the parts seems to be calculated incorrectly.
  10. How are you supposed to use the gyro? Doesn't stack attach, and is really weirdly shaped for radial attachment. Screenshot example would be highly appreciated.
  11. Is there a trick for getting the auto-decoupler to work? Edit: Any stack containing the green motor doesn't seem to detatch correctly. You can't right-click it to get fuel level after burnout, but it is still attached to the stage above it. KJR bug?
  12. Yep! Rotation will be a thing. I also want to do something with realistic crew compositions and weighting by experience, etc.
  13. Sort of. I have plans, but since crew persistence is now stock, the original purpose of this mod is unneeded. That being said, I am working out how I want to modify automatic crew selection. It may be released as a new mod, or an update to this one.
  14. That would work! I know there is usually pretty significant latency on the everyone upgrading.
  15. Any chance of getting releases for older versions of KSP, or was pulling them part of getting it into stock?
  16. KVV does some reasonably expensive things each draw cycle in order to 'trick' the game into also rendering the 2d image. I would not expect it to cause that kind of massive FPS drop, but the 230M is an old and slow gpu; if you are marginal on running the game anyway, it isn't unbelievable that it would.
  17. I changed the folder structure with the new version, to remove the 'enneract' folder. The RealRoster.dll file should be in ../GameData/RealRoster/Plugins. You probably just installed the new version on top of the old version, which was still using the .cfg file.
  18. That means you are using a crazy old version that is also installed incorrectly.
  19. Might I suggest allowing for scaling the bubble for increased\decreased fuel cost?
  20. It doesn't do caching. Grab the freshest zip and try it.
  21. Ah, sorry. Just put in GameData. Posted a quick update to fix some bug.
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