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Ruedii

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Everything posted by Ruedii

  1. Wheels seem to be working for me just fine. At least the retractable one I tried (the small retractable.) The KS-51 side retracting gear works fine for me too. The braking grip on it is a tad strong, but that's about it. Less wheelbarrowing issues than around 1.9 when I last played KSP I will note that I'm playing on Linux. Maybe they are only not working on Windows? This isn't a typical thing to behave differently on different platforms, though. It's not like it's a graphics issue. I'll try checking the others later.
  2. First, always go reverse direction around the Mun. It turns slow enough that it isn't a problem to land and lift off, and it provides you an oberth boost for return trajectory. Second, play with the manuver nodes to find how to get a good return trajectory. If you pack a good enough heat shield you can aerobreak a bunch of your delta-V by aiming for around 35-45km in the atmo for your return kerbin periapsis. It should take less than 800 delta V to get back from the Mun despite the insane amount it took to get there. I've crashed on Duna so many times, it isn't funny. There is a reason I haven't even tried to land any missions on Eve that I don't intend to be one way.
  3. So I just picked up Kerbal again after a long hiatus. I have to say, when I landed an airplane, I was pleasantly surprised at the wheels working perfectly. I think they FINALLY got the "new" wheel module working right. It was really smooth to finally land and take off using the smallest wheels without the plane wheelbarrowing out of control. As of what else I did other than an airplane flight, I did the usual early game stuff. A series of rockets before reaching orbital, then one that elongates its orbit to high orbit to nab that science too.
  4. I am so glad you have someone picking up your wonderful mods! Anyhow, provided you can work out a proper permissive license, I do know that @linuxgurugameris ALWAYS looking for projects to contribute to. I can help a little too, although I'm nowhere near as skilled as they are. I'm mostly good at tweaking settings to correct for changes in the game and such.
  5. Does anyone have a list of what is and isn't working on this mod as of the current KSP release (1.12.x)? If you need help on GitHub just ask, of course. I've done some very small patches for other projects, and might try my hand at this one. The off colored tails are bugging me for instance. I don't think I want to take on wheel modules. I wish Squad would add a better documented abstraction interface for wheel mods. We'd see a LOT more wheel mods if they did.
  6. Any way you can get this working on OpenGL? Linux doesn't have Direct3D for obvious reasons. If you are using Unity's utilities to build this it should be a simple checkbox. Unity needs to run some stuff through a precompiler for OpenGL. It might have higher system requirements on OpenGL for Windows, because Linux drivers for older cards are light years ahead of Windows ones. This goes especially for the OpenGL 4.2 or OpenGL 3.5 with SM5 extensions required for SM5 shaders. I would recommend using SPIR-V shaders, but nVidia support for them is crap, requiring a quite recent card.
  7. I was wondering if we could get separate "Drop tank spaceplane" contracts before the SSTO contracts. Drop tank spaceplanes would be only allowed to drop tanks, and not engines during their ascent.
  8. Sounds cool. Could you also have a toggle to add an auto-counter-torque option for single main blade helicopters? In a single blade helicopter setup this would adjust the tail stabilizer torque based on the torque applied by the main rotor.
  9. Thank you So Much!!!! I feature requested this years ago and it got poo-pooed as unnecessary. Hopefully this mod will become so essential they will add the feature! I can't say how much I wanted this! THANK YOU!!!!
  10. Any issues with 1.11? I'll report back if there are any problems myself. If anyone else has a problem please report it. I'm using Restock/Restock+ so I'm thus checking for issues with those as well. I am adding the patches for automatic addition of inventory to all pods in order to acomidate 1.11 better. I recommend just marking that patch as recommended on all your mod when incrementing the number as oppose to patching. (Include it in the instructions on manual install, and mark it recommended on CKAN.) Update: Loading tested, only error is a single NRE on launch (I suspect I know how to fix it, I'll look into the part file later.):
  11. I hope KIS gets reimplemented to augment the stock inventory system, myself. Notably, only some parts would need rework.
  12. Try launching the game directly. You don't have to use GOG Galaxy to launch any game sold on GOG. They specifically don't lock their games to the launcher.
  13. Yeah, that is what I meant. You need to check their behavior. Make sure it's starting at it's maximum extended state instead of at the middle or top. Also, you might want to make sure your wheel collider isn't creating two colliders for the wheel (one general physics, one wheel) instead of one.
  14. I'll have to test the mods in question. I should see if it's been fixed by this change first.
  15. Should this fix other mods that also have NREs on drag cubes, or just the fairings. Several mods have run into NREs on loading drag cubes for non-fairing parts.
  16. You might want to talk to the developer of Airplane Plus about how he manages wheels. He has a lot of good wheels in his set.
  17. If they could (I know it is added lawyer expense) they should make a specific EULA for each game and service, and give the user the choice of agreeing to the 2K EULA or each individual EULA. Generally most people would rather do the former, for simplicity. The game or service EULA should be based on an option selection of boilerplate clauses based on what types of games or services you are using.
  18. I really think the privacy section of the EULA does need to be updated with details under what they use each type of information for. It also needs to be clarified that it's the EULA for ALL services by 2K. It also needs to be clear that the information given is in a Non-Exclusive Unlimited license to 2K to utilize in purposes relating to the games and services you wish to use. Then add a second section for anonymous analytics with what information is stored there separately.
  19. As a note, any tests for the latest KSP version on this? Some part-only mods ran into trouble.
  20. Several minor changes to part handling *cough*Drag Cubes*cough* broke a bunch of parts. Hopefully they will fix that in 1.10.1
  21. To address your initial problem: That is behaving as intended. Don't do that. As of how to prevent that: Parts clipped together should ALWAYS be treated as a single segment when setting up staging, this means you need to set up a parent mount that ALL the clipped shields link to for this case and decouple the parent mount from the ship. This will give you a clean decouple. Any option to force them to self destruct after a delay will involve mods as far as I know. I'm not sure if the sequencer part from Breaking Ground might be able to be used to create a delayed action, though.
  22. Is that going to be early access release, stable with features still to be added release, or complete release? I know the primary scope change of KSP 2 will be colonization. I presume this takes a lot of balance.
  23. Might I suggest something: A series of visual scanners specifically for mounting on planes and rovers, as well as some missions specifically for them (scan a specific location.) The first one would be an early visual scanner with low resolution black and white visual with anomaly detection. The second would be high resolution color visual with biome, high resolution altimeter and anomaly identification. They would both require being under 12Km to work and would have an ideal altitude of 5Km making them impractical for both full planet scanning, but great for scouting an area or for attaching on a lander so you know what's in the immediate area when you land.
  24. NDA issues with Private Division, If I Recall.
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