Jump to content

Horus

Members
  • Posts

    537
  • Joined

  • Last visited

Everything posted by Horus

  1. @MeCripp: Yes, seems so. Already fixed what's necessary. Just don't really get why ppl uploading invalid cfgs. EDIT: "eat-it-as-is" attitude is not really nice, btw.
  2. Really nice particles replacement. To all dudes who will make config fixes using these particles - PLEASE CHECK YOUR CONFIGS BEFORE UPLOADING. Otherwise, your work is worth nothing. Don't steal others precious time with incorrect configs.
  3. I've got an issue with rasterprop when the application loses focus (switch from the KSP client to the other app & back). Seems that someone has the same problem. I thought that some texture compression mods may be the problem and tried to check it on a clean client install. Added ONLY rasterprop mod, but the issue still persists. Here's an archive with client log & screenshots. If it might help - I have 2 monitors connected to a video card in multi-gpu mode. The issue is not really crucial, but damn unpleasant...
  4. Yes, I found the same issue on rasterprop forum, however, no fix for it yet. I presume that something related to textures optimization\compression mods, for, it happens only then application loses gpu context or smth. like that. And it happens only when playing in fullscreen mode. EDIT: decided to check the issue on a clean install. Added ONLY rasterprop mod. The issue still persists. So, the problem is somehow deeper.
  5. When the KSP application loses focus (say, switched to some other application) and then returns it - IVA monitors are broken. They start displaying weird info & switch the views while turning around. RasterProp mod ok with the other pods supported. So, the problem's somewhere in ASET.
  6. Awesome work, dude! Downloaded & really enjoying the pod. However, there seems to be a bug in IVA controls - the buttons on the top left of the main panel ("Panels Back Light", "Cockpit Light", "Cabin Flood Light") are visually turned on (lit), but actually they are off. Proly, some mis-configs.
  7. Most marvelous propulsion mod for KSP! Building all working horses for almost all needs. Thanks for your work!
  8. A question about IR telescope: It's written that G-lens require at least 548 AU. In terms & measures of Kerbol system - how far is it? Do the satellite dishes from RT2 have enough range to cover this distance for science transfer? Also, does the science yield from this telescope depend on orbit height or whatever?
  9. Legacy support could be a good one to have anyways...
  10. Alas, I was so pissed-off that I've removed EL mod. At least for now. Hope, it'll become more stable for my needs (in conjunction with KSP confusions, etc.). What's purpose from the mod when launchpads are exploding when they wish. Again, mod idea is totally marvelous. Luck with polishing it.
  11. Bolting down the stuff with KAS didn't play a trick. It seems that I'm the only one having launchpad issues(build option excluded). Interesting. Especially, taking into account that I was using clean 0.23 client build with only EL mod added. Again, landed launchpad2 (didn't try with others) on the Mun. Constructed a rover (default vessel type "Debris". wat?!). Can switch to space center or any other object without any problem. Until the idea to change constructed off-planet rover vessel type. After the next switch to space center - launchpad disappears. Is it really a problem of KSP itself and some "physics-shmisics"? Sad. Guys, how do you use the launchpads for building off-planet without losing them?! I'd like launchpads stay where they were left & not "be stolen by aliens".
  12. I'd suggest not to use it too much in its' current state. The idea of the mod is splendid, but the implementation is awful. I've spent several hours today revealing the problems: 1. NEVER rename the launchpad or change its' vessel type (it's "Base" by default). 2. Same for any command modules that were stages alongside with launchpad. 3. NEVER rename or change vessel type of anything that was assembled on a launchpad. The above causes launchpad disappear when moving from site to center & back. Haven't the slightest idea why it can be so. Proly, some mod can also interfere, but no idea what it can be. UPDATE: tried a simple test on a clean updated client. The problem persists & it's somewhere around EL mod itself.
  13. The idea of EL as a basis for outposts building is really nice. What it really lacks at the moment - nice models. And by "nice" I mean not only visually, but functionally. Launchpads should really have some sort of anchoring (as it's implemented in KAS with pylons & grad hook, for instance). Sure think I can do anchoring myself with KAS help, but I think it should be kind of built-in feature. For, in low-gravity it's quite a problem as the launchpad starts wobbling under some rover built on it... Currently, I'm using launchpad2 as it seems to me more convenient than "gargantua launchpad" or "wtf-runway". However, still have some issues with it: - when changing focus from L2 & then get it back to L2, "show build options" menu option disappears from the menu. Need to: close L2 (when it's close, the building option appears... quite weird...) -> open it again. Quite uncomfortable when the launchpad has resources attachments to it. A workaround for this is to use action groups for "Show build options" before launching the pad. - anything built on a launchpad somehow is marked as "*** Debris". Extremely bad when making a debris cleanup. - still having launchpad explosions from time to time. Example: built a rover attached to stationary skycrane, detached from it (the skycrane stays where it emerged) and drove a bit away, removed by mistake as a debris... the skycrane explodes & launchpad explodes. Sweet... In general, dealing with launchpad is like dealing with terrorists: if you do smth. we don't like - we'll explode ))) For f**k sake, why does L2 try to jump on reload?! Pisses off...
  14. Thanks for explanations. Seems that I demand too much from the game )
  15. I'm new to KSP & was looking for some structural mods, for the stock is pretty poor. LLC seems nice to me. However, having some problems understanding some parts. Downloaded the revent LLL 10.7.3 and cannot understand Drop-Ramp Cargo Hold part at all. There seems no way to attach anything to the lowering part of the ramp. Can anyone explain me the idea of this part? Also, is it possible to make cargo modules open/close option available in build hangar? It's not crucial, but not really convenient to do this while standing on a launchpad.
  16. Awesome structural components! Is it possible to make: - Octo-decoupler (small, large) - Octo-mounting plate (small, large) And (preferably, but not really crucial): - tri-docking port - octo-docking port (for small octo side, open/shielded)
  17. Who said I'm all into war only? Thanks for the hint. Sometimes it really a pain to look through the whole thread, so I was just lazy to do it, so I'm sorry for that. Looking forward to new models.
  18. Is it possible to make more compact models? Smelter (the large one), Rocket Workshop (unreasonably tall, imho. can be animated unfolding if prefered), Runway is ok for VTOLs only (too short), etc. In general, nice idea with great potential. Keep it up! Btw. HexCans are just perfect choice. Wish the rest of parts were made with the same approach & feel of style.
×
×
  • Create New...