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Posts posted by Drelam
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Space Exploration Ship from the game Starflight:
FTL, SSTO capable. Has a terrain vehicle to explore Planetary surfaces.
Powered by Endurium.
Man i stil love that game....
One planetary system isn't big enough to fully utilize most of the proposed ships.
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Cool work, brings back memories.
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Sounds cool, thanks for the good news!
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Nice!
Thanks for the info!
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To whom it may concern, the mod has been updated and now includes 4 new engines by popular request! Included are two plasma engines, one small one and one massive one for hard core space travel, one retro-propulsive unit for an engine that doubles as a heat shield, and a thermonuclear scramjet!!! Enjoy everyone!
Thanks for the recent additions, very appreciated!
Please keep going!
Off Topic:
LicensingThe contents of this pack are licensed as GPLv3.
Zzz parts are licensed as Public Domain.
Are these parts from interstellar mod?
And does that mean everyone can use them for their own purposes?
Don't get me wrong, that's no criticism! I'm just curious because i have been toying with the idea of creating some little mod myself, but i'm awful in creating models and textures.
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I know what you're talking about.And then there's this. How true?... you tell me.I'm not about to knock Squad or its developers and testers, but KSP was the first, and will be the last, beta-game I'll ever buy into. I'll just leave it at "I'm disappointed".
With every new patch some mods won't work, that's for sure, making a long term game impossible. I can remember that someone said that after 1.00 mods wouldn't be affected by new patches anymore...
It's just annoying that you can't play the game for a longer time and to be honest, i don't care about some little changes being made with every new patch, as long as they break my current game.
Don't get me wrong i'm not against fixing issues and new stuff being added, but making previous games unplayable is just not acceptable.
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Well some mods don't work as they should, as always with each new update.
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Larger and more powerful engine/s are on the way in the next update or few. Tweakscale compatibility is something I'll have to look into. Working on a big part for the mod, so the next few ones won't be too much until its ready.
This sounds good!
I have taken the liberty to scale some parts up and make them much more powerful, just for my own personal needs.
(no one is ever going to get their hands on those parts besides me. I hope that's ok for you)
I have noticed that if you put too many individual Virtugenic and Engine parts onto one ship, the game tends to CTD quite often or begins to stutter. (maybe it's just my computer)
So i like to use much less bit way bigger parts to propel my (rediculusly big) spaceships.
The biggest problem is power generation, but i think that's a wanted issue to prevent it becoming OP.
I'd suggest to put very big and powerful parts to endgame technology .
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Hi!
First and foremost: great mod!
Can you create some big versions of the parts for bigger ships?
(or integrate tweak scale somehow?)
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Promising mod, i'm going to keep an eye on it.
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I must say i'm not a fan of stock MKII parts, especially the command pod looks like a civilian airliner to me.
But this mod makes MKII really cool!
thanks for making it, please keep going!
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Just want to give kudos to K.Yeon for his awesome work!
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Since there is little documantation (or i simply cannot find one) and i don't have the time to read the previous 63 pages i hope you can answer some of my questions.
What does Ctrl Dflct and Flp/splr Dflct exactly mean (when right clicking control surfaces) and where can i find relilabe documentation about things like that?
How can i prevent control surfaces to continously "swinging" in flight (steering up/down all the time, instead of just keep course).
Is there a option to engage SAS that makes the craft fly straight, instead of flying uncontrollable?
(that's not just at one of my airplanes, but on ALL of them)
Before you ask, i have read all tutorials i could find in the last months.
Yes COL is just behind COM (with and without fuel).
I try to keep as few control surfaces as possible.
Don't get me wrong i always try to solve problems like this for myself before asking you guys here at the formus, but i have come to a point where it becomes really frustrating.
My question doesn't refer to a specific craft i have build, but it it more general, because i have problems like this even with aircraft/SSTOs from other people.
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BIG thanks for the update!!!
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Yep. NEAR compatibility still borked, in a same manner as month ago.
Months, really?
I had no reason to complain about it before 0.90.0.
But on the other hand i never created very complicated ships/rockets so i never missed a offest function or all the other stuff stuff that came with 0.90.0, anyways.
Those new editor "enhancements" that came with 0.90.0 made a huge mess with the editor IMO.
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Thanks for your help!Not a lot, sorry ( at least, for me.. NK might get more from it)... Try and replicate on an install with only FAR and pWings OR in the KSP settings.cfg file, change VERBOSE_DEBUG_LOG to True. Then, replicate the issue, open up debug menu, expand an exception and screenshot.Alright, i tried the second option (changing the Settings.cfg file) and opend the red colored text.
The upper opened text is made by selecting the part.
The lower one by dumping it.
I hope this helps.
EDIT:
There does seem to be an issue with FAR at the least. I'll look into it.I'm using NEAR, btw.
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I can't post the whole output_log.txt file it's simply too big.
Here's a screenshot:
(This is the only red text debug toolbar shows)
I hope this helps a bit.
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Stupid question, how do i create a Output.log without having a CTD (or where do i find it)?
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I'm having a issue where i can't attach any Wing part to a surface.
Even more, after that i can't select any other part on the list and the game doesn't respond to any input anymore.
It's a shame Procedural wings always worked well before 0.90.
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Release version is posted on the main post
22.5 degree angle snap is in there now as well.
Next up is re-implementing vertical snap. I'm also going to try to do something like a bottom/top snap as well if I can figure out a way to do it.
1000 Thanks, you saved KSP for me!
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Mission Control offers missions related to CZF20 (or something like that) instead of kerbin.
It looks like: test engine xxxx landed at CFZ20
(early game)
Removing the mod gives normal missions.
EDIT:
Looks great! Oh the wonderful era of planet modding. Not sarcasmAbout CZF30 and the Weird contracts the thing Is that PF uses a hack duplicating all properties of the template planet cloning it and then allowing you to modify somethings such as orbit and name and terrain, CZF30 is based off kerbin meaning that the game thinks CZF30 Is kerbin so you get crazy impossible contracts hope this answers your questions about contracts.
I just found this. Sorry for any inconvenience.
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100% agreed!I registered with this forum just to tell you that this tool is ESSENTIAL to building in KSP. Without vertical snap I feel like KSP is useless, also, more than 8x radial symmetry is important. I don't understand how these are not features of KSP itself, I was astonished a vertical snap feature didn't make it into the editor update. Until it does, please continue development of this tool. Thanks!I realized Editor Extension is one of the most important mods i know. I was astonished, they didn't include Editor Extension mod into their new SPH/VAB Editor in 0.90.0.
Like DevCo said above it is the most essential mod IMO. Using stock SPH or VAB editors is a real PAIN, especially the new one (0.90.0).
For me KSP is unplayable without Editor extension and certainly no fun at all.
PLEASE keep on your great work, a lot of people love your mod!
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Explain? I haven't seen a difference.
If you don't believe me, please try to build something in SPH and add strouts or fuel lines in symetry mode, or anything else in symetry mode. (pre 0.90.0 + Editor extension was WAY better IMO)
Also the game keeps crashing all the time. And no, i haven't installed ANY mods by now.
It's already annoying that with every new version all mods need to be updated and all previous savegames/mods become useless.
Personally i'll stay with 0.24 for the next months, at least the game didn't crash every 15 minutes.
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I have no idea why they changed the editor in the first place.
Symetry (mirror/radial) doesn't work as before. Both modes often switch without any efford on my part, strouts point into the wrong direction and so on. Very Annoying.
Seriously, it worked much better before with Editor extension mod.
It's funny how such a small change can ruin the whole game.
Where do you see KSP in version 2.0
in KSP1 Discussion
Posted
Pretty much this, except the multiplayer stuff.
Endgame should be extended to interstellar travel, including dozends or more Star systems. Building colonies and exploring alien worlds.
IDK, but for me KSP always feels like the beginning of a great game, now we need a middle part (colony building and Interstellar travel).