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KSP2 Release Notes
Everything posted by BadLeo
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[1.8.x] Impact! - impact science and contracts -v1.8.0
BadLeo replied to tomf's topic in KSP1 Mod Releases
What kind of high speed are we talking here, because I think I just did that, although I believe I was not that fast... -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
BadLeo replied to bac9's topic in KSP1 Mod Development
Can you tell me what you did to solve this? I'm using editor extensions and I'm having the same issue when trying to proper align shuttles for launch. -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
BadLeo replied to Whitecat106's topic in KSP1 Mod Releases
The problem is that I use Scansat and Remote Tech, therefore having a huge number of satellites everywhere, putting a big load on the calc your mod does, as you said. If you could set it to the player to decide whether to update its vessels orbits and when, it could avoid lag in crucial gameplay moments. For instance, if I could say to the mod to update all my vessels orbits right on the KSC screen, when I'm not flying anything and can wait a minute or two with lag, and then have the mod to sleep until I manually update it again or for a pre-programmed time, then that would be fine to me. Its kind of a compromise: real time calculations would be absolutely great but since they are laggy, then the second best option is to have scheduled calculations to when the player is idle... But, one way or another, please, keep on with the mod, it's a great addition to the gameplay. =) -
Nice mod, I'll be following, but I'm currently looking more for something like a new part or added functionality to parts. Erm... I would do it, if I knew where to start looking at... Yup, I totally agree with your ideas. Let's hope a modder will see us waving here and come to help us.
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
BadLeo replied to Whitecat106's topic in KSP1 Mod Releases
I love the idea of the mod, it adds more depth and challenge to the game, but it currently makes my KSP terrible laggy. Lag spikes of 0.5s every 2 or 3s. It's not totally unplayable, but it's absolutely annoying. Does it looks after all orbiting ships in real time? could it be scheduled to look to a few ships at time, and then sleep for a day? -
Yeah, I'm humbling requesting a simple jet engine with thrust reverser, to make easy on landings. And because it's cool. It's not particularly useful because in KSP jet engines don't produce thrust when in idle position, but, oh well, any bit of help to break a plane is always welcome. =) Thanks in advance. https://en.wikipedia.org/wiki/Thrust_reversal
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Basic Aircraft Design - Explained Simply, With Pictures
BadLeo replied to keptin's topic in KSP1 Tutorials
Could use a nice tutorial like this on VTOL, because I'm currently being beat hard by KSP while attempting to build one. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
BadLeo replied to Nertea's topic in KSP1 Mod Releases
Beyond DDS (that I personally love) and ATM, you can make KSP run with OpenGL instead of DirectX. Frees a lot of memory and there's no considerable graphic quality lost. -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
BadLeo replied to Nertea's topic in KSP1 Mod Releases
When I saw the tail cargo bay I almost cried. Overall gorgeous, but that, my friend, THAT is SPECIAL! Thank you SOOOOO much for that parts! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BadLeo replied to sirkut's topic in KSP1 Mod Releases
I'm sorry if it is a redundant report, but it seems the gantry rail won't operate normally if it's initial position is changed in the hangar. I made an arm for a space plane and I use the rail to make it hold satellites in position and deploy it when in orbit. for that I change the starting position of the gantry, since satellite's sizes can vary. It works as it should on the hangar, but not in flight, as it kind of assumes it's initial position as the maximum for one side and moves more than it should to the other. Is it a known behaviour already? -
[old thread] Trajectories : atmospheric predictions
BadLeo replied to Youen's topic in KSP1 Mod Releases
Dis^. Also, nice work, Youen. xD -
Hey! There's the flag! xD Here's a suggestion for Brasilo bio: "A proud nation previously known as the kings of Spaceballs, a pointless sport that consisted in kicking miniature replicas of celestial bodies, the brasilonians were beaten so hard by the rival national team of Kermania that they felt directly from the top of the first division to the bottom of the bottomless 42nd division of the sport. Disgruntled by this failure, the immediately abandoned the sport for the time being. Since the nation were totally driven by Spaceballs, they had to look up something to replace it as national official first choice profession for kids, national official hobby, national election procedure and national method of conflict resolution. The only thing that was close enough to Spaceballs that could match all criteria for national everything to brasilonians was, of course, spacefaring." Keep rocking, UAL002! Cheers!
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Holy moses! Totally what I always wanted! Downloading...
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
BadLeo replied to Nereid's topic in KSP1 Mod Releases
This mod is among the firsts I started to use, and I never, ever dropped it down. Adds so much flavour to KSP! I was thinking, would be eat to have ribbons for rescue missions and for stranded kerbals... xD -
There's a mod that add a lil' FPS counter at the upper right corner. Can't find the link right now, though. You'll have to search, sry
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That should have been funny, hahaha I couldn't work out that alone, too. I never bothered to learn the keyboard short-cuts, so I got confused as I managed to literally touch him gently with the tip of the pod, but I couldn't switch to him and eventually he died (I use TACLS mod, he died without oxygen...)
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Not working for me on 24.2, but I have a large amount of mods, sure it is incompatible with some. Will wait for an updated version. =)
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Uh, that's all right. When you release the explosive 'add on', I'm sure downloading. Hehehe Also, there is already a cabin de-pressurization failure? Would be great... er, not really, but would be neat. Well, going to Spain? Tenga una buena viaje! xD
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You might have the RPM patch for Kerbonov that maintains the stock navball... I recall there were two of them, on with that and one without. Will search a bit. Edit: Here without nvball: http://forum.kerbalspaceprogram.com/threads/66502-Kerbonov-Kn-2-Cockpit-Module?p=916510&viewfull=1#post916510 and here with navball: http://forum.kerbalspaceprogram.com/threads/66502-Kerbonov-Kn-2-Cockpit-Module?p=916636&viewfull=1#post916636 The original patches are there. The cfg I made with the changes suggested by mike9606 is applicable only to one of the two (obviously the one I'm using, which I can't recall what is, sry ). Just a matter of substituting the other archive with the right one, since the folder just bares two cfg files.
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The only thing I'm missing for RT2 on 24.x is custom contracts for CommSats. But the mod per se works just fine.