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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Kowalskicore replied to DMagic's topic in KSP1 Mod Releases
Well, it appears Science Relay is finally broken. F to my favourite QoL+utility mod. As for how: while it was still perfectly functional, it crashes my graphics drivers so hard my PC has to reboot. -
Kowalskicore changed their profile photo
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So I've been wondering... ...Are carrier hulls made of helium? Also, most of them have non-functional attachment nodes and/or can't be surface attached. Made the appropriate changes in my own install, but it's still weird.
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EVA Kerbals staying on vessels/vehicles
Kowalskicore replied to Kowalskicore's topic in KSP1 Mods Discussions
In general, yes. However, there's still going to be considerable friction boots - vehicle. KSP appears to have none whatsoever. IRL, one can stand on a moving vehicle without handholds so long as acceleration is kept low (and you have some sense of ballance). In KSP, an EVA kerbal will not follow the vehicle at all, no matter how gently it accelerates. I note that decoupled parts do interact with a moving vessel as one would expect (i.e. friction works), so maybe kerbal space boots are greased, if so, that's some fine grease indeed. More likely, it's just the usual physics jank this game is so full of. That's pretty much exactly what I mean. Kerbals have about as much friction as a bar of soap in the shower when they interact with almost any object. -
See title. But no really, I've been having the problem that my EVA kerbals don't stay on whatever vehicles I place them on and instead just kind of slide off as soon as the vehicle starts moving. I saw something about a mod which fixed this issue but can't seem to find it anymore. Does anyone know where to find it/have a fix for this?
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Missing Mk1 Cockpit IVA
Kowalskicore replied to BarryDennen12's topic in KSP1 Technical Support (PC, modded installs)
hah, i managed to fix my problem... i forgot to update rasterpropmonitor, now it works again. -
Missing Mk1 Cockpit IVA
Kowalskicore replied to BarryDennen12's topic in KSP1 Technical Support (PC, modded installs)
im having the same issue, also using steam. i already deleted the entire squad folder, had it redownload and then tried without any mods... ...but nope, no IVA. -
Ive had an issue with the parttools, for some reason it stopped working. what happens: the part tools window thingy cannot be closed and displays nothing the part tools script cant be used, it just doesnt show anything. it DID work a week or so ago, i havent updated unity or done anything else if more info is needed, i'll try to get it. edit: OK, the log throws up boatloads of errors, heres one
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
that would be great, it would make things like the PC-500RS and PC-1000RS feasible you can already give bombs thrust, but the bombsight will point at the location where it would impact if it didnt have thrust. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
Well. Is BahamutoD illuminati? lets find out. BahamutoD has released 14 mods on the KSP forums 14 mods for KSP KSP KSP is a unity based game Unity There have been 5 major releases of the unity engine Unity is 5 letters do you know what word also has 5 letters? three 3 KSP has 3 letters triangles have 3 sides the illuminati is a triangle so. BahamutoD is illuminati confirmed. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
what if he intentionally leaked a boobytrapped version so people would install it and corrupt their savefiles because they tried to get at it before its done (insert illuminati music) ...or its just kinda buggy because its not done yet -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
does anyone know how rocket pods and cluster bombs are set up in unity or is it still a mystery? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
oh god thats amazing -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
HEAT warheads should have a blast radius of 1 as they do not actually detonate but launch a stream of molten metal into the target. an idea would be having 'warhead switching' in the SPH/VAB so you can use an appropriate warhead. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Kowalskicore replied to BahamutoD's topic in KSP1 Mod Development
from the hellfireMissile.cfg file: thrust = 4.4 //KN thrust during boost phase cruiseThrust = 0 //thrust during cruise phase dropTime = 0 //how many seconds after release until engine ignites boostTime = 3 //seconds of boost phase cruiseTime = 0 //seconds of cruise phase guidanceActive = true //missile has guidanceActive blastRadius = 25 //meters blastPower = 16 maxTurnRateDPS = 8 //degrees per second i can also recommend using the search function of your preferred text editor, it makes finding things much easier --- in other news, my ATGM sorta works now, here it is im quite proud, it works pretty well and im going to make more things.