Bloody_looser
-
Posts
365 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Bloody_looser
-
-
@psvialli Yup, you can. All the mod's mechanics can be tweaked / turned off at the Space Centre screen, click the USI LS icon there.
-
5 hours ago, IgorZ said:
The new suites have different models. So the old object names won't work. The KIS Props mod needs to be changed to look for the proper names. However, there can be issues with the old suites I'll look into this mod when I have spare time to figure out if/how this can be fixed.
After directly referencing the bn_upperJaw01 bone via debug for the props, they equipped properly on the female kerbal in the new suit. For male kerbals they work as is. Kinda strange.
The mod describes the parts in such fashion.
MODULE
{
name = ModuleKISItem
shortcutKeyAction = equip
equipRemoveHelmet = false
volumeOverride = 1
equipable = true
equipSlot = head
equipMode = part
useName = use
equipMeshName = eyeballLeft
equipBoneName = bn_upperJaw01
equipPos = (-0.05, 0.215, 0)
equipDir = (0, 90, 0)}
-
Hi, @IgorZ
I've run into an issue while using the glorious Kerbal Hacks KIS addon. When trying to equip anything head-related (like glasses, headset etc.) on female Kerbals, sporting the new suit, KSP throws in log 'Error: evaTransform not found' and nothing happens. With the old suit everything works as designed. Hand-held items work with both suits. For male Kerbals everything works with both suits as well.
-
Nvm, was too long away from KSP and should've read changelogs.
Keep up the great work. -
40 minutes ago, Nils277 said:
Adding bigger KIS container might come in the future.
Ow, yiss.
40 minutes ago, Nils277 said:Especially because the Centrifuge is already able to do so.
Fair enough, I guess. Using more than a year-worth amount of depleted fuel to produce less than the smallest xenon can fit is not a very utilizable mechanic though.
-
@Nils277, drill for dirt cfg has a wrong path for the model (in 1.5.3 at least).
Btw, would you consider adding base-size KIS containers (10k large and 5k small), since to produce something kinda big - like a drill - one have to rely on third-party containers.
Also, what about adding small xenon output as a by-product for reactor operation?
-
5 hours ago, 5thHorseman said:
Awww why? Was it causing a problem? I know I've successfully done some pretty slick EVA shenanigans because of maneuver nodes.
5 hours ago, GregroxMun said:wwwwWWHHHAAT? Are you sure that's wise?
What if introduction of the EVA navball itself was also a bug in the first place?
-
1 hour ago, Zeiss Ikon said:
It just occurred to me -- perhaps @T.C. is a troll. Look at the long, contentious thread this started...
Nah, that's not long. The very best inflammatory topics used to get tens of pages in a day.
Lack of any explanation for the point, made by the OP, however, makes me suspect the same.
-
Seeing this GIF on the Internets.
-
On 2/19/2017 at 5:04 AM, JonathanPerregaux said:
I have to be a jerk and ask: With all the effort at building localization, isn't it a "problem" that all our favorite mods will likely remain in English?
Stay on the English version then. Problem solved.
I see another issue here, since localization stuff might even lead to emergence of non-English only mods.
I don't get all the hassle with the localization though. There's too little meaningful text in KSP - contracts' description doesn't make sense anyway, strategies are a joke, part descriptions are irrelevant. The only stuff that actually matters is a handful of spacey terms and figures. Figures are kinda like digits and quite universal by themselves, while learning a dozen of terms can't hurt anyone.
The localization actually might be a sort of a PR stunt to boost some regional sales. As a guy from a non-English speaking country I personally know a handful of dudes who upon stumbling on a non-localized game go all like "Hurrdurr, this game is in English only, they don't respect us, I'm not paying for it." And use it as an excuse to pirate the game and play it with some sort of half-baked pirate localization. Or even without one. But it's highly unlikely that such people would actually buy the game if it ever gets localised, so such PR stunt might go in vain.
Anyway, localization is up to SQUAD, but strictly IMO it's a waste of time, since it could help, in terms of playability and sales, some text-rich game, but that's not the case.
-
Finally, a mod crucial for my gameplay. Thank you, sir.
UPD.
@Enceos, Mic headset is missing a category in cfg.
-
Many ITT are badmouthing Flying Tiger, that's not fair. FT should get some credit.
When SQUAD announced making ports for console, the community was really sceptical about it. While some were outright hostile, waving around "PCmasterrace" agenda, and others expected an outright fraud, the majority was sceptical about the very possibility of porting KSP to consoles. The modern consoles are nothing more than a really average PC with restrictions and licensing, and such a complex resource-hungry (and not very optimized) game like KSP is not the simplest stuff to port.
So, KSP console port was expected to fail and fail miserably. Flying Tiger however managed to pull off the port kinda well.
Yes, the port failed as expected, but in a good way. A couple of game breaking bugs is really far from the expected full-blown disaster.
-
5 hours ago, Bombaatu said:
Is it possible to render editable text in the stickers? It would be cool to have a ship's (or crew's) name stenciled on the side; doubly so if any font installed in the OS could be used.
Check this out. It's really old, but still rocks.
-
Came there to whine about rocket part revamp, stayed to watch butthurt console guys.
-
2 hours ago, omelaw said:
sarbian uploaded dev mechjeb build 10 hours ago, can we deduce something from it?
Cheaters will rejoice? Or there's some deeper meaning?
-
Welcome back.
-
I like the upgrade feature, hopefully it'll make into stock. It'll definitely add depth for building craft series and generations.
Since it's tied to .craft file, there's no problem with craft-sharing too.
Some decals (like a letter in the model number or smth) for upgraded engines would be nice though, to cut the guesswork on the screenshot - whether it's a simple LVN or 'Legendary LVN of Mighty Thrust'.
-
-
Any news on 'Part Upgrade' thingie yet?
-
-
26 minutes ago, Nerfclasher said:
Get the torches and pitchforks now and mobilize and join me at
But, but I'm too drunk.
Anyway, where're the devnotes?
-
9 minutes ago, Matchlight said:
Ok, i'm having an issue... So whatever i attach to the winches don't seem to register but the little part of the winch that is supposed to go down lowers, but whatever i attach to that part doesn't lower. This is super frustrating please help.
Try asking in this thread, current one is a bit too old.
-
IMO it'll just create clutter on screen.
Those who care about funds/reusability land at KSC. Those, who always land at other side of the planet will see like 20% recover value. And so what? Not recover the
wreckcraft? -
TL;DR version: Looks like SQUAD finally pulling off the fraud to steal my five bucks I've paid several years ago. Or maybe not.
KSP Loading... A closer look into Update 1.6
in KSP1 The Daily Kerbal
Posted
Usually go attached, huh?That's not a thing in KSP.
That baby would look bad with any of the new nosecones.
Not that I'm firmly opposed to the revamped cones, just keep the old ones as well. They are even decently made (it's Porkjet after all) - unlike the majority of the parts undergoing revamp.