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Posts posted by acc
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1 hour ago, AlphaMensae said:
The crane moves by using the Q and E (or roll control) keys after decoupling...did youu try that?
Oh, I must have missed that info somehow. Thank you.
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I just tested the saturn pad in KSP 1.4.1 and everything seems to work nicely, except for the crane. It just doesn't move. Tested it with staging and action group.
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I run in a odd problem on my early space program, where I only have directional solar panels. The Kerbalism calculations for EC seems to not take into account that a craft would align itself to the sun all the time, so I have to jump from craft to craft to make the game recognize that it still has power input. This is especially a big issue when you want to timewarp for a while (as example to finish one or more time based contracts) and on manned vessels, since the life support systems are shutting down.
Is there a way around this issue? I really like the mod, but it's no fun to jump from vessel to vessel all the time.
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19 hours ago, linuxgurugamer said:
Your conclusion was wrong, and it would nice if you would give someone the benefit of the doubt before making a conclusion.
I don't mind mistakes being pointed out, but this was rude and uncalled for
It was meant to be a joke with no intention to be rude. I apologize.
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I was wondering why my props don't work (KSP 1.4.1, SXT 0.3.23.2) and I found in Firespitter/Plugins a Firespitter.dll.mdb instead of Firespitter.dll.
So I would conclude someone @linuxgurugamer has grabbed the wrong file out of the github repo and put it in the latest release
But don't worry, it happens. You're doin a great job maintaining the mod.
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Hey,
great improvements with the latest update.
I got a problem: In map screen I can't get the body info window appear again. It disappeared (in version 1.3.2) at some point (or I accidentaly closed it) and I can't find a way to make it show up again. Tried the old Alt+N, reinstalling, updating to the latest version, checking the wiki and google, but no success. -
I thought some of you might be interested in my KSP youtube series.
Playlist:
Have fun and please leave some constructive feedback. I've just started producing videos
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21 hours ago, Shadowmage said:
Possibly, in the far future. I have saved the mesh, and you may see something -similar- in the BaseCore series of parts (though, of course, it will have a flat bottom, and be intended for use on bases, probably as a temporary expansion or emergency shelter of some sort).
In reality, the BEAM module is useless on the ISS. They don't use it for... well.. anything, and the airlock is locked at (nearly) all times. It is there merely for in-space validation and testing of the expandable module concept; to see how well it holds up in space. At no point is the module scheduled for any real use; no habitation, no equipment, no activities, nothing.TL:DR -- I would rather have useful and usable modules on my space station, not prototypes intended only for testing purposes... (also see the many, many, posts I've made regarding my stance on replica stuff...)
I know, it's just for authenticity.
Guess the ST-HAB-A1 looks also ok-ish as BEAM:
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2 minutes ago, tater said:
The new 1.25m inflatable (-A I think) is pretty small, actually.
but still long and has windows. not really Beam-like
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@ShadowmageIn a future update, will there be another inflateable hab like the ST-HUB-D? Really miss that thing. Was the BEAM on my ISS replica.
49 minutes ago, tater said:I was gonna ask which the HAB-D was, as I could not remember, lol. The reality is that it's really a sort of useless, testbed part, though.
I liked it very much. Was also great for radial attachment, without taking so much space like the other inflateable habs.
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22 hours ago, tater said:
There has been no HAB-D for a while now. The HAB parts are substantially reworked with the previous release. Read the release notes at github.
https://github.com/shadowmage45/SSTULabs/releases
That's sad. No more BEAM for my ISS... :<
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The SSTU-ST-HAB-D is missing in the latest version (0.5.33.129 @ KSP 1.2.1 x64)
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I love nyancat. keep the rainbow moving. free nyan! <3
(dare you mods and delete this; it's acually a valid feature related posting)
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14 hours ago, leudaimon said:
Cool! Do you know if this version is compatible with 1.1.2?
PR 1.3 works fine for me in 1.1.2
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does a working version for 1.1.2 exist? I tried latest pre-1.1.3 (which is 1.0.2), but did'nt work.
can't update yet to 1.1.3, because RO/RSS/RP-0 not ready yet.
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any chance to get javascript (node js) in?
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I'm not a fan of auto-assignment in general.
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working. in las vegas. sure
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On 21.11.2015 at 3:08 AM, davidy12 said:
Is this mod dead?
not dead (all the files still exist), but had no time yet to continue. as I started this project spare time was not so rare like yet. I hope I'll find some time again. I definetly have'nt give up on this project, but that's all what I can tell at the moment.
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5 hours ago, regex said:
Pro-tip: Use this mod as inspiration for vanilla KSP!
yeah, I never used that. only the instant science to money strategy is usefull if techtree is completely researched. but at that point you'll be probably rich anyways.
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4 hours ago, KGEI said:
This is an amazing mod, I can finally complete complicated maneuvers smoothly! (thank you so much)
great work.Other note: I am using the 'Saikek X52' controller setup, and (I greatly apologize if I missed this in the settings) I was wondering if there is a setting to enable the joystick trigger as the left-click, as I am using this mod in tandem with BD armory and I want to be able to have dogfights without having to switch to the mouse every time I want to shoot something.
Is this possible or am I sounding like Old-man-using-iphone right now?
BD armory has a setting menu where you can set the joystick trigger as fire key. I posted a feature suggestion for multiple fire buttons in the BD armory thread
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I've some feature suggestions:
- multiple keys to fire (so you can use a button on the gamepad and the left mouse button, without changing the settings)
- AI ability to use afterburner
- AI ability to detect and open/close cargo bay for "hidden" weapons
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simple but great idea. well done
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15 minutes ago, Phineas Freak said:
In another note, if you want to change it now and not waiting, you can use the following MM patch:
@PHYSICSGLOBALS { %prelaunchDefaultThrottle = 0 }
And it will make the throttle to default to zero on launch. But i agree, a GUI (like a slider) would be much better.
oh, nice, thank you. last time I looked into that it was'nt possible. then I'm fine
[1.5.0 <-> 1.8.1] Kerbalism v3.2
in KSP1 Mod Releases
Posted
Is there a way to make solar panels work with kerbalism that don't use the stock modules? Trying to get the SSTU panels to work in background simulation.
Following mm-patch adds the solar panel reliability to them:
@PART[*]:HAS[@MODULE[SSTUSolarPanelDeployable]]:NEEDS[Kerbalism,SSTU]:AFTER[SSTU] { MODULE { name = Reliability type = ModuleCurvedSolarPanel title = Solar Panel redundancy = Power Generation repair = true mtbf = 36288000 extra_cost = 2.5 extra_mass = 1.0 } }
But that doesn't seem to be enough.
I also did read the docs and been hoping there would be some sort of part module or something that could work around the need of the stock solar panel part module.
If anyone could help me out there that would be awesome. Thanks.