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Everything posted by Cepheus
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Woah boy. It's been a quite a while since then.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
Alright, everyone. Now that the forums are back up, we can get back to work. First order of business, I don't remember who was on the testing team. If you were, shoot me a PM, and I'll give you an update. Next up, I've done a considerable amount of work on the stack: the ET is 100% functional. It'll decouple now. I've also removed the bumpmaps. They were a bit crazy. Last, the shuttle sort-of glides. All I've needed to do to make it fully functional as an airplane is add a couple jet engines, and add a two winglets to balance the CoL. I do not, however, know how to fix the wings completely. As for other things, the ET now attaches properly, Struts now fix wobbliness. You can add that node part to the cargo bay. The cargo bay does not open in the VAB. The landing gear wheels still don't work. Alright, that's about it for now. -
I'm having some strange issues here. The gimballed engines have a tendency to shift from their attachment points. Any way to fix this? Also, I'm having some wicked problems with control. Any recommendations?
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I'm getting th same strange error as the last version, where the ingame mapping utility is full of artifacts, making it unusable.
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[0.17] Re-entry Heat Module and Mk-1 Pod Heat Shields
Cepheus replied to PakledHostage's topic in KSP1 Mod Releases
Neat. I've been waiting for this one. -
OH MY GOD THAT CONTROL PANEL. Please, tell me that those buttons aren't just for show.
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Hot damn. Can't wait till you start building rockets again. Need to re-up my arsenal.
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That's damn beautiful.
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[0.14] Instant Orbit / Debris Generator with bonus Asteroid
Cepheus replied to JellyCubes's topic in KSP1 Mod Releases
That's a terrible reason. When projects are months old, and not being updated, they stop working when new versions come out. The best thing to do in a situation like this is to PM the author directly. -
Need help to choose animation.
Cepheus replied to Legal2k's topic in KSP1 Modelling and Texturing Discussion
I'm also going to go with the first one. I don't really like the idea of the shape of the cargo doors themselves changing. -
Looking great, mate. Send me a pm, if you get a chance.
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What you've just done is something called 'necroposting.' It's when you post in a thread that's thirty days old, or older. It's looked down upon here. Don't do it.
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
Cepheus replied to kacperrutka26's topic in KSP1 Discussion
Looks to me like there's a launch escape system, and an extended range habitat in there. -
Silisko Industries Addon Development - Thread 2
Cepheus replied to NovaSilisko's topic in KSP1 Mod Releases
My vote would be for "No." Even if he were, I'd seriously doubt that he'd release them. -
Would it be possible to have an OSX-compatible version of mapgen? I'd like to be able to do more than just produce the in-game maps.
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Horizon Aeronautics - Development Thread
Cepheus replied to stubbles's topic in KSP1 Mod Development
Egads, this is beautiful. My hat tips to you, sir. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
This update is compatible with 0.16. I made a note of it in the second post. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
The launch clamps are to improve stability on the pad, and the "lean" that you're describing is in there purposefully. Shortly after liftoff, you need to rotate the stack so that the shuttle's nose faces 90 degrees when the pitch starts. -
It's a bit easier to see them from the surface of the moon, though. But trust me, it happens.
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Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
Mechjeb, yes. EVA, no. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
Cepheus replied to Cepheus's topic in KSP1 Mod Releases
I actually retested the thing on a clean copy of KSP I have here, and there were a couple things that needed to be fixed. I'm packing up a bug fix now.
