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KSP2 Release Notes
Everything posted by OrbitalDebris
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
OrbitalDebris replied to Tiberion's topic in KSP1 Mod Releases
If you like huge rockets, take a look at what Yanfret is putting together over at http://forum.kerbalspaceprogram.com/threads/64993. Those parts are humongous, and look pretty good too. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
OrbitalDebris replied to Tiberion's topic in KSP1 Mod Releases
Great! Thanks a lot for an awesome set of rocket parts. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
OrbitalDebris replied to Tiberion's topic in KSP1 Mod Releases
Yep, my favorite part mods are this one, KW Rocketry and AIES for their really cool cluster fuel tanks. -
I also see this happening. I just tested a simple one man capsule with Jeb in it and going on EVA, using build 0.5.9.2 on an up to date KSP from Steam. The radio chatter seemed to work fine, but there were no airlock or breathing sounds, here is the relevant part of KSP.log:
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^^^ what he said. Every single time I've had rockets in space turning sluggishly, it's been because I didn't have enough reaction wheels. For maximum effect, put them as far from each other as possible - two wheels next to each other will have a much weaker effect than one at each end of the rocket, especially if it's long (torque = force x distance, the reaction wheels provide the force).
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[1.2] Procedural Fairings 3.20 (November 8)
OrbitalDebris replied to e-dog's topic in KSP1 Mod Releases
Ditto. Especially since KSP has a bug that messes up multi-part action groups if you remove the parts in the VAB and put then back again (in this case, only the one fairing will jettison and you need to do the rest manually) -
@DerekL1963 Oh, I didn't know about that workaround. I'm also running into that problem (except for the rage smash part ), plus something which I think might be related - some options like "control from here" go missing from the right click menu right after a rendezvous, but I can still select the docking port using RasterPropMon. A quick visit to the space center fixes that as well. Edit: I think I figured out what causes it: I could right-click and interact with my two orbiting satellites just fine, *until* I switched between them using [ and ]. That's when things went wonky and I had to switch to the map view and back to get control again. Hope that helps.
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I use Blizzy's toolbar and the basic version of this mod, and I've noticed that the custom mouse cursors (especially corner resize) get corrupted on the Windows version of the game - in my case the corner resize arrow cursor looks like a black square. I suspected it might be happening because of texture compression, so I "fixed" it by deleting the cache directory "GameData\BoulderCo\textureCompressorCache\000_Toobar" and editing the config file "GameData\BoulderCo\textureCompressorConfigs\000_Toolbar.tcfg" so it looks like this: config_enabled = true OVERRIDES { 000_Toolbar/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } Doing this makes the cursors show up properly again, but is this the correct way to fix it, or am I just hiding the real problem?
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This happens to me when I use engines with a very high TWR. If you use the thrust limiter the problem goes away, and in any case unless you need rapid acceleration you should try to use the engine with the lowest TWR that will do the job - more powerful engines tend to also be heavier, so you need more fuel to loft them up.
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Oh man, that looks awesome.
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I get that when I reload a game while an RPM screen is showing the vessel viewer. You can work around it by making sure no RPMs are showing VV when saving.