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Everything posted by RoverDude
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Excellent- 1,694 replies
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Display bug in that case.
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KSP Interstellar Extended Continued Development Thread
RoverDude replied to FreeThinker's topic in KSP1 Mod Development
@FreeThinker - there are a few posts over on the general discussion forum that cover it in pretty good detail (with varying opinions on how folks feel about a mechanic that allows unlimited science). -
KSP Interstellar Extended Continued Development Thread
RoverDude replied to FreeThinker's topic in KSP1 Mod Development
Hopping in re science... also remember that in 1.0.x, the stock science lab takes data and generates science over time (with various factors affecting data quality and rate). So it's a nice way to gather the extra science you need for long tech trees. -
As noted, module manager. If your parts are wiggling it's colliders. And looking at the placement, that seems very likely as they use box colliders. Don't do that.
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Colliders. Don't do that. It's just a low efficiency part - comparable to a pioneer module in MKS. Which you promptly dump once you have a better way of doing things. But for this as a stand alone mod, it's the capstone.
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Yes, but that's a stock bug, not related to this mod, not much I can do with it. I am actually... believe it or not... kinda ok with it. Because it still prevents mission fulfillment. And if you take that EVA Kerbal and try to have them, after months, re-enter a pod they will promptly ransack it. So it's a hard one to cheat on
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Again, we do zero with those icons - maybe something else you had was doing that? Nothing to fix. And I'm not even bothering with OP changelogs since they can be found in other places now.
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Change log is on the github page, and also noted when I publish the patch. I have no plans on changing those icons unless someone wants to get industrious and provide icon sets. So technically there is nothing to fix because its using the default squad one - i.e. there is no 'correct' icon to put in it's place.
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RE scanning - if you add a planetary resource, it will appear automatically. If you delete it, it will vanish. If you put it back again, it will appear in the same place.
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Correct on the first, no idea what you mean by the second
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Correct, the HSP will affect thermal mass. Feel free to update your relevant ones and send the pull requests. Correct
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Good news everyone! Firespitter (just the plugin) has it's own KS page: https://kerbalstuff.com/mod/777/Firespitter%20-%20Plugin%20Only If you fine folks could add that in, that should be the Firespitter used for all of us that have/had it as a dependency. I now work with Sjno to help keep this up to date... and given how fast I update my mods between versions, this should resolve any firespitter version issues going forward.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
RoverDude replied to FreeThinker's topic in KSP1 Mod Releases
FYI the original Firespitter plugin is alive and well (and updated for 1.0.2). We've split out the plugin as a separate release to help with CKAN integration. You can find it on KerbalStuff here- 1,187 replies
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- fuel switching
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