InfectedGrowth
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Everything posted by InfectedGrowth
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Astronomer's Visual Pack: BEYOND KERBAL
InfectedGrowth replied to Astronomer's topic in KSP1 Mod Development
I just came back to playing KSP and found this. Can't freakin wait. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
InfectedGrowth replied to rbray89's topic in KSP1 Mod Releases
Quick question: what is the hotkey for the UI editor? Did it change from alt+n? -
Must say i love the new exhaust animations
InfectedGrowth replied to Roflcopterkklol's topic in KSP1 Discussion
Really? I haven't experienced any noticeable change in framerate form the new smoke fx. I was pleasantly surprised when they didn't slideshow my game. -
"Reviving" Kerbals which died due to the Kraken?
InfectedGrowth replied to codefox's topic in KSP1 Discussion
If something bad happens due to a bug (a clear, objective bug, not just a feature or mechanic you dislike) then it is the game's fault that this happened, not yours. There is no reason you should be punished for something you could not possibly prevent, and thus it is completely reasonable to fix the mistake the game made. Editing save files falls outside the realm of normal gameplay, but so do bugs. -
Multiple Satelite missions with a single probe - feels like abuse?
InfectedGrowth replied to Kerr_'s topic in KSP1 Discussion
I think the best way to fix this is to a) remove control of the vessel after finishing the contract and make a new ship tag for other companies' vessels When you get it into the right orbit and stay stable for 10 seconds, a button could pop up (maybe in the message system) which, when clicked would ask you if you wanted to yield control of the vessel and complete the contract. If you hit no, the contract won't complete. If you hit yes, then the game would basically deactivate the probe cores and pods in th craft, rendering it uncontrollable. Then it would re-declare it as a new category, like debris, which is for other companies' vessels. The game could even add the company's name in front of the ship as a prefix. -
Antenna will not extend ?
InfectedGrowth replied to Mapoko's topic in KSP1 Gameplay Questions and Tutorials
Hi I have had This issue as well and it seems that I can extend them manually before I transmit, but after I transmit for the first time the antenna becomes permanently unable to be expanded manually (by right-click). No idea why this happens, really annoys me. > -
I always use three to four letter acronyms followed by the iteration. For example the SOV-6 (Standard Orbiting Vehicle, the 6th design ) SOR-2 (Standard orbiting rocket) SMR-3 (Standard Missions Rocket) DSP-2 (Deep Space Probe) you get the idea. Some are less serious, like the BFR-2 (Big F'ing Rocket) booster or the HMJ-2 (Highly Maneuverable Jet) Fighter Jet Sometimes I forget what they stand for...
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
InfectedGrowth replied to rbray89's topic in KSP1 Mod Releases
I am getting nothing when I press Alt+n... I am on the most recent version, just re-downloaded the mod and still no change. I have never gotten it to work (I did not know of it until recently, been bugging me ever since) Any idea what the problem could be? -
Banned for being a lizard.
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Banned for using skype.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
InfectedGrowth replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Not working in flight either... -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
InfectedGrowth replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Hi how do you access the settings toolbar? Hitting Alt+N does nothing in tracking station or space center, and it doesn't show up in blizzy's toolbar. -
Here is my flag, a quick design I whipped up in GIMP in about 1 hour and a half. Wanted a non-default one to put on my ships!
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HotRockets! Particle FX Replacement + Tutorial
InfectedGrowth replied to Nazari1382's topic in KSP1 Mod Development
Hey Nazari, Since 0.23.5 recently added more vanilla smokescreen-esque effects, and there are people (myself included) who can't use smokescreen due to lag problems, but still want the rocket flames, would it be possible for you to make an alternate config that keeps the new vanilla smoke fx but adds the new rocket flames? Basically have a version with just the flames and a version with smokescreen integrated. This would be really awesome as I just can't handle the smokescreen fx. -
HotRockets! Particle FX Replacement + Tutorial
InfectedGrowth replied to Nazari1382's topic in KSP1 Mod Development
YEEEEESSSS YES YES YES YES It has been annoying the crap out of me... -
HotRockets! Particle FX Replacement + Tutorial
InfectedGrowth replied to Nazari1382's topic in KSP1 Mod Development
Yes I would like this very much! I can't stand the vanilla engine flames compared to these, but the smokescreen brings my fps down from a good 40-50 to like 5, and with regular pauses every second or so. It makes launches very laggy and not fun. -
HotRockets! Particle FX Replacement + Tutorial
InfectedGrowth replied to Nazari1382's topic in KSP1 Mod Development
Ummmmm, my poodle engine's flame is invisible...? Here is the entry for itin the .cfg, is it something there? @PART[liquidEngine2-2] //Rockomax Poodle { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelowlarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.70 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } }