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Found 7 results

  1. 1) Bug with removed trace when loading a quicksafe in flight progress 2) No thuist limiter in VAB (cannot limit the power of solid fuel boosters) 3) Center of mass marker in VAB doesn't adjust when I change amount of fuel 4) Create mainour doesn't work while game is paused 5) A rotating-around-a-cockpit guy randomly spans nearby to the launching vessel 6) Kerbal space center respawns close to the rocket after the launch (see https://ibb.co/vhM9cWK)
  2. I've got a copy of KSP with a ton of mods on it. (along with 3 others, namely my semi-stock, RO/RSS, and Kerbal Kommander ones) And it takes a reeeeeally long time to load. I've got over 150 mods on it, all of which aren't exactly disposable. So, my question is, what mods are there that'll speed up loading times? And no, removing the big mods is not an option here.
  3. Hi! This is a small mod that I started mading by myself, but I thinkt that it could be nice to share it. I wanted a correction of the Stock Tech Tree that let me start with probes and then advance to crewed missions. The logic choice was the SETI UnmanedBeforeManned mod, but I don't like the way it changes the game. It just gives you a lot of usseless pieces at the begining, and is not very balanced in the science you need to unlock them. No, I wanted more stock-a-like experience, with a nice looking tree, and a balanced amount of unlocks for each node. So, instead of wait or ask anyone, I decided to make the mod by myself. Right now the mod is in "Beta", it may not be as balanced as I think it is, and I jet need to write a propper description with all the changes that I made, and also take some captures. Right now the mod is really out of shape. The last sanity check I did was on 1.3 so... No download links yet. However, you can check my progress (if there is any) here: https://github.com/GonDragon/BetterEarlyTree/projects/1 Special Thanks @Nertea, as I used (and modify) two icons from the Community Tech Tree for this mod. License (CC BY-NC 4.0) and attribution for them included in the download. @Ven, as I used (and modify) one SRB rocket from it's mod Ven's Stock Part Revamp to use in this mod. License (CC BY 4.0) and attribution for it included in the download. Required Mods Module Manager Recommended Mods This mod was thinked with these mods in mind, so they have special support and integration with this mod. However, you can still the mod without any of those. RLA Continued Ven's Stock Part Revamp PEBKAC Industries: Launch Escape System Community Tech Tree Suggested Mods Some mods that I think that can run smoothly with this mod (not tested yet). Science Revisited Revisited Mandatory RCS (Without parts pack). Recommended configuration: 2 or 10 times the realistic force. Stock Antenna Balance or Remote Tech with the SETI configs. SETI Contracts Things TO-DO
  4. currently there are a number of action menus that can be opened, some have a lot of wasted space and others require scrolling. would it not make a bit more sense to have the ones with wasted space reduce their vertical height? plus for the scrolling ones - if there is the screen space, open them so they do not need to scroll - this is mostly an issue where you are scrolling just to see one extra line. e.g. there are 9 lines of text, you can see 8 of them and scroll to read the last one, when there is a lot of empty space below the window
  5. Hi all, This is a enhancement request for the current KSP API. I would like to be able to manage stages for non-active vessels, so I can implement auto-staging for Fly-By-Wire vessels. This is also a needed feature in order to implement a multiplayer mod where all the client vessels will be updated using a fly-by-wire approach and where the current stage need to be synced to be updated on the different clients. Regards, Jesus
  6. Something that annoys me when building remote controlled planes is that unless you use the spaceplane parts, your remote control unit has to be a grey, protruding disk. I don't want my planes to look like an anaconda swallowing a dustbin lid everytime i attempt a safe, pilotless test flight. Is there a possibility of adding a tweakable in the VAB/SPH that allows you to switch between the standard grey texture and a smooth, Porkjetalike finish? My OCD with aerodynamic shapes prompted me to post this.o_o Thanks for any thoughts.
  7. I noticed that when you use the forum's feature to insert a code block, the dialog box gives you the following choices for languages to pick for syntax highlighting: No Syntax Highlighting C CSS HTML Javascript PHP SQL XML Note C# is prominently missing from that list, and I'd suspect it's the most likely one people are using. In these fora a lot of talk between KSP modders is going on, especially in the KSP mod help forum where modders help new modders out. I know you're using a third-party forums tool here, but maybe they have a package that adds more options there to that list?
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