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KSP2 Release Notes
Everything posted by Holyvision
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Holyvision replied to TaranisElsu's topic in KSP1 Mod Releases
The is the last mod I need working as a dependency for a bunch of other mods! For those that haven't seen, firespitter 64 bit update is out. I hope KAS works soon too =( -
I so also feel that at times, some of the contracts generated exceed even the Kerbal level of being un-necessary. Kinda feels wasteful to drop a lone decoupler from the launchpad, testing landing gear in strange places, etc. I'm sure it will get better as the system improves over time for sure. As an aside (I'm sure others have already figured this out) if you get a contract that asks you to test a certain engine or other part in "splash down on Kerbin" or the like, after you've landed/splashed down, add a new stage to the staging options, and drag the engine/part you need to test up to the new, unactivated stage (yes, even if the part was already activated in a prior stage, just pretend it wasn't and make a new stage for it). Then all you have to do is "stage" the engine/part while splashed/landed and it will count as triggering it for the first time and complete the test, even if it wasn't the first time you "staged" it. This also works for empty SRBs that you need to test at certain locations -- even after they are empty, just make a new stage, drag the item-to-be-tested to it, and stage it again (even if it has already been staged prior). Example: Capsule+Fuel+LV-909. Stage launch, activate engine, and use it to fly short distance to water; splash down. Turn throttle to zero. Make a new stage option, and drag LV-909 to the new stage. Active this stage as though you were activating the engine for the first time. Any tests that required a test of the LV-909 while splashed down will be completed, even though you used that engine to get there. I haven't found a need to deactivate the engine first prior to "re-staging" for it to work.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Holyvision replied to stupid_chris's topic in KSP1 Mod Releases
When playing using the update .24 release of RealChute: I find that using the stock Mk16 parachute (not the RealChute parts) does not show the chute visibly at all on initial deployment, though the speed does slow. Upon reaching the full-deployment altitude (500m @ Kerbin) the full chute never deploys and fails to slow the craft enough to prevent destruction. I have verified the chute settings were not out of whack... correct weight, altitude of deployment, and etc settings. When right-clicking on the part in flight, it shows two "deploy" icons, almost as though it is seeing a RealChute item and the stock item at the same time? I deleted the "legacy parts" folder per instruction as it was causing a loading-hang on initial game launch. I have a couple other .24 mods installed currently; if no one else can reproduce I can pull back other mods and see if I have a conflict somewhere. Thanks again for getting this pulled into .24 so fast! DRM wouldn't be the same without it! -
New link works great, thank you very much
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Holyvision replied to ethernet's topic in KSP1 Mod Releases
Thank you, excited for the .24 release! In a future update, it would be awesome to have contracts which require certain Station Science experiments to be done in certain places, or to construct science stations around certain locations.... etc. Can't wait! -
Even for those with a DropBox account, you get this error message: =,(
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+1 this please.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Holyvision replied to ethernet's topic in KSP1 Mod Releases
I enjoy this mod, has anyone found any issues with it in .24 yet? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Holyvision replied to stupid_chris's topic in KSP1 Mod Releases
I'm excited for this in .24, it's one of my favorite mods with DRM! -
I miss the #HypeTrain =,(
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Finally got a DL to start from the KSP webpage. Still no luck getting the patcher to work.
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I have 100 MBPS down and 75 MBPS up... and it doesn't mean a thing cause I can't get a download to start! It's not always about internet speeds!
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lolwhat???
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I may have to next time this happens. I never thought about getting it on Steam after I decided to keep my normal KSP.exe when the Steam rollout first happened. But now I can see how it could be beneficial in these rare occurrences. Plus you support SQUAD more and that's always a good thing!
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I know people are posting error messages already, but just for good reporting: Website download gives me this error: KSP Autopatch tool gives me this error: I know it's getting worked on! Thanks again SQUAD for the update (and putting up with the #HypeTrain!)
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Quoted for record keeping. ;-)
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Stuck on getting login token now.
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Just check the gamedata folder after it installs and see. If the NASA stuff is in there you know you have the ARM stuff. I would be very surprised if the .24 install doesn't include the stuff from all prior versions...
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Will the auto-patcher update the 32-bit version to 64-bit if your system is compatible, or do we need to manually download and move over to the 64-bit version?
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I'm sure it's just overloaded.