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KSP2 Release Notes
Everything posted by MAFman
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Hotkeys not working with new PC
MAFman replied to MAFman's topic in KSP1 Technical Support (PC, modded installs)
I figured it out - It was a setting with my Razer mouse. -
After building my new PC, I've noticed that some of the hotkeys, but only a small subset, aren't working or have been modified by something. Not sure if it's due to some software that came with the motherboard or GPU, or what. Specifically, the debug menu appears to have changed itself from Alt-F12 to Shift-Alt-F12. My specs: Motherboard: MSI PRO B650M-P CPU: AMD Ryzen 5 7600 6-Core Processor @ 4 GHz RAM: 16.0 GB DDR5 @ 2400 MHz Storage: SSD - 931.5 GB Graphics card: NVIDIA GeForce RTX 3060 Driver: NVidia GeForce Game Ready Driver version 566.36 Mods: ClickThroughBlocker Harmony ToolbarControl ASET Avalanche B9PartSwitch BetterKerbol EVE CTTP DE_IVAExtension Distant Object DynamicBatteryStorage HUDReplacer RPM Kopernicus KSPCommunityFixes ModularFlightIntegrator OPM Parallax PlanetShine RCSBuildAid RealPlume + RealPlume Stock Restock RestockWaterfallExpansion Resurfaced RocketSoundEnhancement RSMP SCANsat Scatterer Shabby SmokeScreen SpaceTuxLibrary StockWaterfallEffects Trajectories Waterfall WaterfallRestock ZTheme Deferred Rendering
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I can't seem to find the plume switcher on the Terrier engine. IIRC a previous version had a switcher between Hypergolic and Kerolox modes.
- 136 replies
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- help wanted
- atomictech
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That thread is even older, and has been locked
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I'm trying to update this to work with 1.12.5, on a Windows machine. AFAIK the instructions to compile the source use Linux commands; how do I compile it on Windows?
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*starts playing Ievan Polkka on full volume
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I've noticed that the "Kodiak" engines (the Soyuz lookalikes) are far too powerful to get a reasonable TWR when I make a kind-of-realistic-looking Sputnik, Molniya, or Soyuz vehicle. Is this intended?
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
MAFman replied to JonnyOThan's topic in KSP1 Mod Releases
Never mind, I just had to reinstall the mod. Something must've broken when I unzipped it the first time. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
MAFman replied to JonnyOThan's topic in KSP1 Mod Releases
No matter how I filter the parts menu, I can't find the camera. Is there something wrong with my installation? -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
MAFman replied to JonnyOThan's topic in KSP1 Mod Releases
Where are the attachable camera parts that the external camera menu alludes to? -
It doesn't seem to show up on the RPM external camera display...instead it moves the viewpoint camera to the location of the camera part.
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Is this mod compatible with RasterPropMonitor?
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I can't find the camera part in my parts list after installing the mod. Help?
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I think it'd be cool if the magnetometer part actually "measured" the magnetic field of whatever body you're orbiting and displayed it in the appropriate units, like Gauss or something, similar to how the thermometer part displays the ship's current temperature. How would I start that kind of project?
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This idea could be for a mod... what if data rate was inversely proportional to how far away you are from the Kerbal Space Center like in real life, where the data rate they can get from spacecraft gets slower the farther away they are? For this purpose, what should the bandwidth of the KSC's DSN be, like, what frequencies does it operate on?
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I've noticed that in real-world launches, the engine ignites a few seconds before the launch clamps release, apparently to allow the engines to spool up to full thrust. Why do engines do this?
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That's a hilariously good way to describe the atmosphere
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I know that the atmosphere "ends" at exactly 70 km on Kerbin, but I'm wondering where the Karman line is, where a hypothetical plane would have to fly at orbital speed for the lift its wings could generate to equal its weight equals the centrifugal force it feels from moving so fast horizontally.
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Gameplay-wise, I'm most excited for the procedural wings and realistic-ish fuel types. Visuals-wise, I'm excited for the general quantum leap in quality as well as the realistic rocket exhaust plumes.
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[1.12.*] KerBalloons Reinflated - Real Science?
MAFman replied to linuxgurugamer's topic in KSP1 Mod Releases
Is it possible to make a balloon that stays near its maximum altitude without exceeding it and bursting? -
When I last tried adding struts to a space station using an EVA, I couldn't control the astronaut and place the strut at the same time, making it hard to do the latter without drifting away from the station. Is there a way to get around this? Not sure whether this is actually Breaking Ground related.
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High-Res SCANSat heightmap for rover navigation?
MAFman replied to MAFman's topic in KSP1 Mods Discussions
I actually realized that downloading a map that's high enough resolution would take a ridiculous amount of data. How do I navigate a rover using kOS without needing every terrain height value on Kerbin?