Sage Sagan
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KSP2 Release Notes
Everything posted by Sage Sagan
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Sage Sagan replied to Nils277's topic in KSP1 Mod Development
The KIS "wedge" is not showing up in the VAB/SPH, where specifically does the zip need to be unpacked to? -
Hi, great parts ElectronicFox. Just what the Kerbal ordered, little problem here...no texture on the electric prop unit and the airship wont deploy i.e. there is no right click option to deploy the gas bag in either the SPH or when loaded on the runway. I am running stock KSP with only kerbal engineer,module manager(2.65) and on-screen protractor installed. Any thoughts anyone?
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[WIP] Stand-alone (no dependencies) Alcubierre drive
Sage Sagan replied to RoverDude's topic in KSP1 Mod Development
Thanks Roverdude, support this prompt is the sign of a great product. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Sage Sagan replied to RoverDude's topic in KSP1 Mod Development
Just tried the latest Zip 0.0.1 (posted 6 hours ago). Same result;.; -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Sage Sagan replied to RoverDude's topic in KSP1 Mod Development
OK same problem with more information. Running windows 7 64bit KSP ver 0.25 Game hangs during loading at the Warp drive -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Sage Sagan replied to RoverDude's topic in KSP1 Mod Development
Yup I have the included regolith folder. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Sage Sagan replied to RoverDude's topic in KSP1 Mod Development
I am having a little problem with the warp drive, KSP hangs on the load screen when it reaches the warp drive listing and the game refuses to load any further. I have no mods installed except this one ...help I need warp. Thoughts appreciated -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Sage Sagan replied to Dr. Jet's topic in KSP1 Mod Releases
The SPP+ to 2.5m part is the very one that I needed last night for my Eeloo ship made mostly with SPP+ parts. Thank you so much for these, any chance of some 1.25m and 2.5m tanks with the SPP+ texture? Just for aesthetic reasons. -
There is a workaround, if you save your finished quad as a sub-assembly and then start a new model with the re-sized docking port as the root part and attach the sub-assembly to the docking port the bug does not occur. Also the engines seem very over-powered, I find that setting the electric props to 60% in the VAB makes the quad a lot easier to fly. Maybe something to be looked at in the final config
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Just a quick bug report, downloaded the latest version of the smaller parts and I am experiencing the re-size bug when a quad is resumed from the KSC screen. Whichever part is the root part seems to be the one that re-sizes, hope this is helpful. On a happier note I just wanted to say how awesome this pack is, my Duna quad is undergoing final tests Hullcam Kerb Pro on fixed mount with Bahamuto D's mouse tracking spotlight re-scaled and mounted on a short 5th arm, Scansat anomaly detector
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Ok the ship is ready, now all that's needed is the USV (un-manned space vehicle) On the hullcam question, does anyone know of a plug-in that allows for wireless video sending? It would be truly seismic if it were possible to have a camera on the quad which feeds to an RPM monitor in the cockpit of the mother craft.
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[WIP] Dreamer - SNC Dream Chaser - Download Available!
Sage Sagan replied to artwhaley's topic in KSP1 Mod Development
Any chance of posting the DEV version you have so people can play around with scaling? Always helps to have a few peoples input..or maybe not:D -
[WIP] Dreamer - SNC Dream Chaser - Download Available!
Sage Sagan replied to artwhaley's topic in KSP1 Mod Development
Nice work Artwhaley, that really looks the part. perhaps a bit too big? -
Sorry Blackheart I realize now that my last statement sounded silly, I was very tired. I meant a door as in that where the Kerbals currently emerge has to be lined up with the door on the top so they are not popping out the side of the fuselage. The docking collar issue is going to be a problem for a lot of people,it is possible to dock as it is but slightly more challenging than I think is fair
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I would really love to have transparent windows on the HARP, but if you have played with nil2works transparent pods you will know that the JSI script that makes them work also makes them real resource Hogs. I must check with Roverdude on how he got his .625m EVA pod to have transparent glass because it doesn't seem to be such a resource heavy method hmm. On the subject of FAR/NEAR, neither Blackheart nor I have any real insight into how to make the Pteron play nice. If anyone out there does we would love to hear from you. The docking port is a little weird, I did successfully dock to my station but it was by eye and good luck. Not sure on that one. Regarding an official release, when Blackheart has finished his wonderful work on the engines and the Pteron has a door then I would be inclined to move to 1.0. This has been a protracted project for a number of reasons but now that the Pteron is available for use albeit with a few niggles I see no real reason to rush to releases section before we are quite ready. Goodnight all, London signing off it's late
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The HARP dispenser will decouple two thirds of it's outer shell meaning that the noses of the pods are pointed into space with nothing above the canopies. This means that the canopies can open freely and all that remains of the dispenser structure is a beam running along the one third section of the cylindrical hull that remains.