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ZobrAA

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Everything posted by ZobrAA

  1. I think I will use this instead of manual operations on my next roleplay mod build. Thanks for your work!
  2. Yes, I've cheaty teleported to Eve and find this bug while testing scatterer atmo config... But any save-loading did not fix the problem, it is constantly reapearing. Investigation lead me to Kopernicus as a source, which I proved on fresh install without any other mods and planet packs (configs) except Kopernicus+dependencies. Also one of my buddies confirm same issue independently...
  3. @xman1 @5thHorseman As I mentioned there is no mods except Kepernicus and dependencies, no planet packs. Just cheats enabled for glitch demonstration.
  4. Bugreport: Disappearing landscape on Eve and Laythe everywhere above enouth sea level. Fresh KSP install + ModuleManager 4.1.3 + ModularFlightIntegrator 1.2.7 + Kopernicus 1.8.1-1 and nothing else. Logs-Kopernicus.zip: https://drive.google.com/open?id=1xfsH8d_30X4w0ptN3_3OH9o3YBspGM_G Screenshots:
  5. Bugreport: File settings.cfg still spawns in GameData\ShowFPS despide exisxing GameData\ShowFPS\PluginData\settings.cfg KSP v1.8.1
  6. I've added USI Lifesupport to some of the SSPE parts in form of duplicates for simplicity compability purposes. If you interested here they are SSPX-tube-fertilizer-25-3.cfg: sspx-tube-greenhouse-25-1.cfg: sspx-tube-recycler-25-2.cfg: (note my personal rebalance - ModuleLifeSupportRecycler CrewCapacity = 18 (default 3) SSPX-tube-supplies-25-3.cfg:
  7. Grass runways can be easily made with MapDecal in KK. If you need additional runway markers there are standalone runway lights row (from desert airfield). Actually I've seen bumps even on stock runway becouse it's colliders are segmented. And random bumps magnitude also increasing with scale of a planet - I'm playing at 3.2xKerbin scale. Also may I ask for a street light? Short series of street lamp, standalone red signal light from radiomast, and airport light like this: With such little props and your gorgeous static building truly marvelous things can be done!
  8. I've actually didnt test it with KSP 1.5.1 in case you use it. But since there is Kopernicus update to 1.5.1 https://github.com/Kopernicus/Kopernicus/releases it must be ok... Need more info to understand where the problem is: KSP version, mods and versions used, some screenshots in case of notisable anomalies, console log, etc.
  9. Thank you very much! Some typos in Saturn-Launcher-Base-Insert-Sqr.cfg: MODEL { model = AlphaDev/3D_Assets_Dev/BaseInsertSqrNew //must be ModularLaunchPads/3D_Assets/BaseInsertSqrNew scale = 1.0, 1.0, 1.0 } ... TechRequired = generalConstruction //must be saturnLaunchPad Yes, I know about that. But there were no clamps with long enough arm to use it without support of proper 6xSymmetry. Now it looks like this: Also can we get holding arm with longer ..arm. Please?
  10. @AlphaMensae Thank yoy very much for this mod! Got my hands on it at last One question at the moment: can you make 6xSymetry for Base Insert Square to fit rockets like this?
  11. It's flickering - one second it show right numbers, than glitches, than normalize again and this bug showed only far from the planet in my enlarged Kerbal system. I've failed to find exact situation when it starts to happen.
  12. @AlphaMensae Hi! Can you answer is it possible to use your mod for mobile launch pads? Say I've made a rocket with one of your pad, click start and than take that whole craft with VesselMover mode and shift it to launch normally at some other place, like private cosmodrome, or Dr. Evil's rocket base. Is that real? It's for roleplay purpose
  13. I actually dont know, Aelfhe1m take care of this mod after original author so... Hm, good question. <N> is new line, but this is not from HTML syntax... <b></b> is for bold font. Maybe this is general XML?
  14. test.layout has: RECTANGLE { // left panel Anchor = 0.0,0.0 Size = 1.0,1.0 Position = 0.8,0.0 Color = 0.0,0.0,0.0,0.6 } So, no need to name it... A lot of layout files are old examples. Here is my custom ZobrAzExtendedSituational.layout:
  15. I confirm Historian working in KSPv1.4.5 with some minor glitches: But need some layout cfg fix for syntax changes...
  16. OMG! This is so useful! Even with not all of my part mods covered by this, editor became much easier and enjoyable! Thx alot!
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