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Everything posted by BadLeo
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Yap, just like that. The crew was 6. They all died on account of hight g-forces. Poor dudes. I shall name some crafts after them. Hey Ippo, I was thinking, could you make failed components to have an influence on the failure of other components? Like a short-circuited battery next to an fuel/oxygen tank could have a chance of a big BOOM, ripping your craft in half. That should give people more incentive to immediately proceed a fixing even of the most irrelevant failure instead of think like "sure, I have 23 other batteries, who cares about that one?"
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*runs to download eva parachutes' mod* Edit: I bet you could make it fail, too.
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Seriously? Like what? A leaking on the main tank of my first KSO orbiter just after jettisoning the spent booster? I barely made it to a sub-orbital trajectory, but I should have returned immediately after the failure, because... erm... it disintegrate on re-entry due to the sharp angle and because it was too light on the back to get the nose up. Yap, it ruined my day, but only because all I could think about after that was the Columbia disaster... Edit: Just to not let it looking like I was moaning, this mod is really, reeeeeally FUN (in the most dwarven way, for those around who play DF)! Nice work, Ippo!
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
BadLeo replied to MacTee's topic in KSP1 Tools and Applications
Something that occurred to me while updating my 24.2 install: would be really nice to have an option to hide/show mod files based on specific states: hide/show uninstalled, installed, conflicting or non-conflicting. And those hidden files would, of course, retain the status of checked or unchecked. If not possible, than at least having a column showing the mod status as installed/uninstalled and conflicting/non-conflicting, so that the mods can be sorted by that info. xD -
Kerbal Construction Time/StageRecovery Dev Thread
BadLeo replied to magico13's topic in KSP1 Mod Development
Thankfully it was. Updated, everything fine with KCT. xD -
Here it is. put inside GameData/Hyomoto/Internal Patches https://www.dropbox.com/s/wio3jvaqemyc5kx/SH_KN2CabinInternal-RPM.cfg
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Kerbal Construction Time/StageRecovery Dev Thread
BadLeo replied to magico13's topic in KSP1 Mod Development
Damn! Or should I say dang...? Yap, I knew about that, but I completely forgot to delete that file on my .24 install. I'm so sorry that I made you look through my log about that! -
Kerbal Construction Time/StageRecovery Dev Thread
BadLeo replied to magico13's topic in KSP1 Mod Development
Tried a quick session after updating the mod and got some results! While the bug is still there, I managed to isolate it properly (meaning I tested things properly this time, hehehe). Happens that AV-R8 winglet was causing this, dunno why, though. Tested that other, first winglet that is unlocked and it simulated normally. -
Kerbal Construction Time/StageRecovery Dev Thread
BadLeo replied to magico13's topic in KSP1 Mod Development
It happend in 23.5, in .24 x64 I'm not sure, didn't remember happening. Will pay attention next session I play. The menu issue suddenly disappeared after I updated a bunch of mods in .24, but it was still the KCT 7.0.3. But another issue started to happen: Simulation behaves very weird, locking camera and stage selection (on the left side menu) and sometimes even showing kerbin from the space without me selecting the "start from orbit" option. If I hit M, camera focus on Kerbol. I can revert normally to the VAB. When I revert to the launch, though, it goes normally to the launch site, focusing on the ship and without locking the cam or the stage menu, but it don't quite remember the craft right. Log here: https://www.dropbox.com/s/2f551kyuoh9nfpc/output_log.txt Will update to 7.0.4 and report what happens. That would be very nice! -
Kerbal Construction Time/StageRecovery Dev Thread
BadLeo replied to magico13's topic in KSP1 Mod Development
KCT is an awesome mod, but there's something that bugs me since 23.5: the windows don't remain closed! Every time I enter the VAB, KCT window is opened. Every time I load a new craft, KCT window opens itself. Even on the KSC view sometimes KCT window opens to alert me to spend my upgrade points, even if I have NO UPGRADE POINTS! This behaviour sometimes drives me nuts... hehehe. Do I need to upload a log to you or it's an known bug or intended behaviour? Another thing is that every time I go to a simulation (using .24 x64), the upper right stock menu gets messed for the rest of the session. I have to get out to the main menu and load the save again to fix it. Will collect pictures and the log next time I play to upload to you. Nevertheless, great mod you have here, magico13. -
[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
BadLeo replied to SolarLiner's topic in KSP1 Mod Releases
Seems to be working nicely on .24 x64. xD Keep nagging, Nadia! -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
BadLeo replied to BahamutoD's topic in KSP1 Mod Releases
What about x64, does anybody tested yet? -
Check it again... It seems it *works*, but behaves oddly for some people. You can try and add the mod yourself, though. I think I'm going to do that...
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[1.3] Kerbal Flight Data (Release 23, 2017-08-14)
BadLeo replied to DaMichel's topic in KSP1 Mod Releases
Oh, just another hud/info mod... wait a sec... HOLY CRAP! You're really good at summarizing relevant info, did you knew? *grabs mod* MUAUAHUHauhauhauhauha no more gadgets and windows cluttering my laptop screen! -
Happens that the weird green objects that were appearing outside the windows of the TAL pod were radially attached objects that, although were not direct over the windows on the external view, were to close to them, after all. Will add my two cents about this utterly awesome part after a bunch of orbital deliveries made with it: weight needs substancial increasing, to be in-line with the other pods; it could feat internal heat shield, it's not absolutely necessary but it would be cool (and it already have that neat black tile texture underneath, anyways); It should be further away on the tech tree; and, finally, it would be nice if the TAL pod featured a passable upper node, to be used with a docking port to allow crew movement without EVA. That being said, I wish to thank you, Talisar, for the excellent work you made on your mod.
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Any reports on RT2 on .24? Forgetaboutthat, I just let lazyness behind and read the last few pages... odd behaviours, hum?
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
BadLeo replied to MacTee's topic in KSP1 Tools and Applications
Uh! I didn't know that! Thanks! xD -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
BadLeo replied to MacTee's topic in KSP1 Tools and Applications
Under the Mods tab, clicking on Add button, then clicking on the lil' folder and magnifier button to add a path to the mod you want to add. It would be nice to have the ability to select multiple mods to be added at once, rather than having to add one by one. Don't know if possible, but would be extremely useful! xD Another thing. I manually selected the path to my new KSP x64 install and KSPMA is working normally. I even already installed a bunch of mods with it. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
BadLeo replied to MacTee's topic in KSP1 Tools and Applications
Hey MacTee! I was wondering, since you're going to launch a new version of KSPMA for the new... er... you know, KSP version (a bit redundant... sry), how about making it possible to add multiple mods at the same time? Is it possible? Another thing is that KSPMA detects a conflict when two mod files share the same installation folders, even if actually no files inside that folders are conflicting. Could it be made to be detected when files inside the installation destination, not the destination path per se, are conflicting? As always, keep out the good work! Your efforts are much appreciated! =) -
Well, I'm still on 0.23.5, but it seems that the minor disintegration problem I had seem to have stopped once I de-installed both Persistent Momentum and N-Body. Will test one at a time to see what goes on.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
BadLeo replied to TriggerAu's topic in KSP1 Mod Releases
Happens to me all the time when I see her giffs. Jessica Nigri, she's called, btw. So, any news on 0.24 compatibility? -
How about more pics, maybe even a video? People that use the mod could contribute by uploading pics and posting them here, as well. When it comes to sell your products, there's no such thing as 'enough illustration'. =)
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
BadLeo replied to TaranisElsu's topic in KSP1 Mod Releases
It all depends on how long your trip is planned to be. I generally carry more O2 and H20 than food, simply because kerbals can endure, by default, 30 days without food and 15 (I'm not sure of that one, have to check it) without water, but only 2 hours without air. But if you have a reasonable certainty about how much time the expedition will take, just add the resources accordingly.