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KSP2 Release Notes
Posts posted by Drew Kerman
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@GirlFlyer101 it's a stock issue and it's already being addressed (if not already fixed) as per the latest dev notes.
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hoping the v1.2 furor has died down a bit. What is the status of this issue @ManeTI? Still not working for me in post spoilers
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13 hours ago, Stratickus said:
Roverdude added a bit more ompf to the rockets, so getting to 2km and even 5km with a basic SR is cake now
I was happy to see that the SR got the thrust boost because in FAR they were too underpowered to be used properly and I reported this after getting confirmation from ferram. So the thrust boost is just globally applied, not used as a FAR patch with begets the question of how the rockets will behave differently in FAR vs Stock. Just some additional consideration that may be needed when re-thinking these contracts
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2 minutes ago, DMSP said:
Woops! I meant Kerbal Alarm Clock. Sorry!
there have been no breaking changes noted by Trigger. so just update. Oh, I guess you may not know where the alarms are stored. They are in the game's save file, so you can just delete the KAC directory and install the new version without worrying about deleting your alarms
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20 minutes ago, DMSP said:
Quick question, if I wanted to update to Hyperedit, but keep my old alarms, How would I do that without bugging everything and destroying the universe? All the best!
this makes no sense. How would updating to Hyperedit destroy your alarms? Did you mean install Hyperedit? It's not an upgrade through KAC or anything like that
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On 10/22/2016 at 8:41 AM, pandoras kitten said:
I wonder if its possible to not auto-jettison the sounding rocket boosters - this actually flies really well!
you can also use this patch
@PART[SR_Rocket*]:FINAL { !MODULE[USI_DropTank] { } }
This will take care of all the solid rocket boosters
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I fell just short of 100,000 patches (98,373) last time I tried a Full Load (in v1.1.3), I think I'll probably break through that finally when I do my first Full Load for v1.2 - still bulking up on the mod updates
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first to say
WHOOOOOO
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prob too tedious to go back and do it now, but next time you update the Dropbox links if you can remember to switch the last character from 0 to 1 it'll allow the file to be downloaded directly without first going to the Dropbox site
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Don't forget that LGG picked up SXT
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Sup.
I've mostly been leaving the heavy-lifting up to @IvanSanchez and his upcoming newer version of the Leaflet.KSP library since he actually knows what he's doing and when I try to fiddle with mapping stuff it's like banging my head against the wall. Which isn't fun. So I've been doing other things, that are fun.
However the plugin Joel (Saik0) passed to me before he went poof might still be of use so I stand ready to assist and hopefully we can get some new map content created still.
So as things stand right now, the maps are still accessible via internet archive, my Flight Tracker works, if the Telemachus dev comes back he'll have almost all he needs to get that plugin working again (the terrain/slope/biome data is probably still broken) and eventually there will be a new library we can all use. Maybe updated maps too.
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25 minutes ago, KortexM said:
Dropbox Downloads
Changing the end of the download string from 0 to 1 will let ppl download the file directly without having to bother visiting Dropbox
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Another v1.2 mod essential checked off the list...
Didn't see anything in the source or configs so @Thomas P. (or anyone else) is it possible to control the range at which scatter is loaded? Would love to be able to see more of the forest of trees that exists out on the grasslands west of KSC from KSC. They don't even load when I fly out there from KSC, I have to load to a craft that is sitting in the region for the trees to appear then hop back along a series of crafts I placed to get to KSC with the trees still loaded in the distance. The new v1.2 physics.cfg load distance settings will make this easier since I won't have to string out crafts every 2km. But still.
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7 hours ago, passinglurker said:
So if the api allows kerbals to be replaced can ksc buildings be replaced too?
@sarbian did say his next version of Custom Barn Kit was coming with some new features and a long-standing ToDo for that mod was to allow you to define the building models...
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5 hours ago, Galileo said:
Both look good but one is just a little more real i guess i could say
Define "real", because I see a lot of people equating "realism" with how Earth would look, but Kerbin is not Earth. It's smaller and its atmosphere is way thinner. So why should we expect it to look like Earth? Scatterer is meant to recreate how light behaves in atmosphere, so if its working realistically by properly modeling the way light behaves in Kerbin's atmosphere we should not expect it to look exactly like Earth.
And also, when posting NASA photos or any space photos you should make sure it hasn't been overly processed
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5 hours ago, KortexM said:
Me hopes that @e-dog takes back control.
He's been around recently, so hopefully he'll drop a statement sometime soon one way or the other. In the meantime thx for the upkeep!
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if it's not too hard, keybindings for camera pan, pitch would be nice, or at least dampened mouse movement for high zoom levels where manual control has the view jumping over large distances. This may be a limitation of the camera itself, but hopefully not and possibly no longer in the newer Unity
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I'm not going to go tattle to Nertea or anything but he's probably not going to be happy with you passing around an unreleased version of CTT
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guess we'll have to wait until school is on break, assuming that's not when @Whitecat106 parties harder
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2 hours ago, Ezriilc said:
Thank you! I will look into implementing this in HyperEdit, but since it's really not a problem, I'll likely wait until the next KSP version update.
might be worth fixing next time you have a more pressing reason to dig into the HyperEdit code, just to save you from having to deal with ppl paging you about it. I'd say also add it to the OP as a Known Issue. maybe someone will read it
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we could finally ditch the collars?? That's all I want
@MrHappyFace is the one most experienced with Kerbal bone and animation structure. He's prob too busy to do this mod himself but may be willing to provide referential support
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11 hours ago, Astronomer said:
2048x20484096x4096 volumetric snow particles that showcase the stinging fury of the frozen polesLOL
[1.6.1] RealPlume - Stock [v1.3.1 - 1/14/19] - Better Late than Never Update
in KSP1 Mod Releases
Posted
Don't tell people to set performance-affecting properties to a value you use. It's all about personal taste and the abilities of their computer. The better way to say this is for @Kinzerfest to start with the default and gradually decrease the number of max particles until they find a performance that suits them best