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sashan

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Everything posted by sashan

  1. Around 250 plus 40 or so missiles. Btw, I've just got ESM missile pull my craft upside down. It got stuck in the cell. Any advices on fixing it?
  2. Stock BDA weapons don't have any cathegory assigned - and BDA plugin takes care of that by checking their part modules. On a side note - will you update missiles to use new Baha's particle FX presets? They look really good - and you'll also save some RAM that way.
  3. Spawning vessels on water summons Kraken. Recipe: Get a boat, put it in water a few kms from shore. Then try to spawn anything close to it. When it's spawned and jumping up and down (glitch) try changing speeds a few times. EDIT: Apparently the bug is caused by TakeControl mod that allows spawning Kerbals in external command seats.
  4. I gave it a try recently but couldn't fix it unless I made the atmosphere super thin... which isn't really what I'm going for with Eve. If it doesn't bother you you can generate a new config with the config tool. Maybe you can make it end higher? It's super dense, and extending it up to 60 km would IMO be good.
  5. Would you eventually fix Eve? It's atmo is messed up somewhat - its upper edge is knife sharp. Other planets are fine.
  6. I've got shadow of my craft dissapearing as it gets closer - and it happens at the same distance where you have that white curve. It then appears again, where that curve ends in your pic - and it has much higher resolution suddenly. IMO these problems are related. I'm using dx11 btw.
  7. Similarly sized box will just house different amount of ammo.
  8. Thanks, this would be good to have and most probably quite enough for my mod.
  9. Well, I;m getting it reported again about my mod - the camera is too much zoomed out. You can find a mod in my sig. Adding new prop and putting it in each cockpit isn't an option. So, I'll make it a request - additional multipliers or overrides for zoom and yaw/pitch limits that can be added to each camera config individually.
  10. Spacedock.info is the new KerbalStuff - it uses the same code as original and is slowly filling up. Everyone uses it.
  11. I think that you can actually assume clouds to be at the ground level - at least in RSS. They are quite low actually IRL - most of the atmo is above them.
  12. OMG I'M SO EXCITED!!! Will you finally add FAR support? Cause I play with FAR. You may need to rotate wing models so that they face right from the origin and adjust their mounting points tho. Also, having those fins on Kerbostar tail functioning would be great.
  13. Btw, how are you managing the crew tube and airlock? I always had distinct feeling that that room with suits and such is in the 1st stage or even in the landing one. It would make no sense to haul it all the way up to orbit again.
  14. What happened is that you've changed draw order of ocean in relation to particles - they are in the same layer now. This made smoke and others look much better near the ocean but splash FX is almost always a bit lower than actual ocean surface - so it's invisible.
  15. It's simply awesome. On-topic: Would it be possible to make water splash horizontal particles to be drawn on top of water again? They are completely invisible now.
  16. I had model set up improperly in Unity once. It exported but KSP couldn't read it.
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