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Everything posted by peachoftree
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
peachoftree replied to pizzaoverhead's topic in KSP1 Mod Releases
I'm having an issue where no new sounds will play when the mod is installed the game just acts like nothing happed at all. In the initial loading some of the sounds into memory but in game there is nothing. I have not made any changes to the music folder or settings.cfg. Im running linux with 64 bit ksp The STED lines in player.log STED: Running MP3 importer... (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) STED: Finished importing MP3s. (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) File 'GameData/SoundtrackEditor/settings.cfg' does not exist (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) STED -- No config file present. (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) STED Save error: Object reference not set to an instance of an object (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) settings.cfg: astroComplexAmbience = KSP_AstronautComplexAmbience credits = KSP_Credits menuAmbience = KSP_MenuAmbience menuTheme = SoundtrackEditor/Music/Space/Peaceful Desolation researchComplexAmbience = KSP_ResearchAndDevelopment spaceCenterAmbience = SoundtrackEditor/Music/dobroide-forest SPHAmbience = KSP_SPHAmbience trackingAmbience = KSP_TrackingStation VABAmbience = KSP_VABAmbience SpacePlaylist { track = KSP_SpaceAmbience01 track = KSP_SpaceAmbience02 track = KSP_SpaceAmbience03 track = KSP_SpaceAmbience04 track = Arcadia track = Bathed in the Light track = Dreamy Flashback track = Frost Waltz track = Frost Waltz (Alternate) track = Frozen Star track = Impact Lento track = Wizardtorium track = KSP_MainTheme track = SoundtrackEditor/Music/Space/Darkest Child track = SoundtrackEditor/Music/Space/Dragon and Toast track = SoundtrackEditor/Music/Space/Fairytale Waltz track = SoundtrackEditor/Music/Space/Martian Cowboy track = SoundtrackEditor/Music/Space/Mysterioso March track = SoundtrackEditor/Music/Space/Numinous Shine track = SoundtrackEditor/Music/Space/On the Shore track = SoundtrackEditor/Music/Space/Peaceful Desolation track = SoundtrackEditor/Music/Space/The Other Side of the Door } ConstructionPlaylist { track = KSP_Construction01 track = KSP_Construction02 track = KSP_Construction03 track = KSP - VAB_SPH_SneakyAdventure track = Groove Grove track = Brittle Rille track = SoundtrackEditor/Music/Construction/Investigations } UnusedTracks { track = KSP_SpaceCenterAmbience }- 779 replies
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I know,. it would be great to see it stock though
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I have a few ideas about some of the things that could be done to make wings in ksp better. 1.) Procedural / bigger (surface-area-wise) wings. lets face it, stock wings are tiny. I have trouble building anything bigger than a few parts without tricky part clipping and messing up symmetry. Procedural wings would be even better than bigger wings because it would mean that we would only need 2 wing parts per plane (minus control surfaces, canards, etc.) improving performance and ascetics. 2.) Thicker wings. I don't like having all my wings look like paper so we should have some thicker wings. 3.) Fuel. real planes have fuel in the wings (I think this is common knowledge but link just in case) this would require thicker wings (see point 2) What do you guys think about this?
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Is there any resource other than the wiki that more extensivley lits all the variables and functions of the api? Im looking for things like time warp control that don't have to do as much with partModule
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I did some work on my minmus base and I developed a SSTO that can bring 2 crew and a small payload out to minmus. it has 1500 m/s of delta v once it reaches LKO:cool: (imgur butchered the image order so the plane with a bigger wingspan is the final product)
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Planting flags via the persistence file
peachoftree replied to fuzzdemon's topic in KSP1 Gameplay Questions and Tutorials
One feature of map view that I found out recently is that if you mouse up to the top of the screen a little tool bar drops down to let you filter out certain types of ships (probes, bases, stations, etc.) just like in the tracking station This is really useful if you are trying to select a maneuver. node from a long distance. This should help you keep your flags and make the map view clean -
1. when the map view path wobbles on super long trajectories, I always feel like "make up your mind game!" 2. time warp limitations ( I know why they're there but I think they should be disabled if you are in a stable orbit) 3. not being able to remap any middle mouse button controls (trackpad) 4. When parts pictures are not centered in their little squares int the VAB/SPH (I'm looking at you kerbodyne quad engine cluster thing)
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Frotop - inventor of the kafro
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I have found that if you have precision controls on rcs trails don't show up, so maybe try hitting caps lock and see if that helps
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I don't know what to do next with my minmus base. I already have a karbonite mining rig, A habitation Module and a science module. I don't know what to do besides adding more hitchhikers here are some pictures: Modlist: B9 areospace Karbonite Kerbal attavhment system Interstellar Mechjeb Feel free to suggest anything, especially more mods:D
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The "You know you're playing a lot of KSP when..." thread
peachoftree replied to Phenom Anon X's topic in KSP1 Discussion
when you are surprised when people are amazed about how much you know about rocket science. -
[WIP] [Dev thread] Dang it! A random failures mod
peachoftree replied to Ippo's topic in KSP1 Mod Development
For implementing decoupler fail- I havent made any mods myself, but I have poked around some code. Maybe you could try using module manager to overwrite ModuleDecouple with your own module that implements key interception in case of a failure. -
If you put your kethane scanners in a polar orbit, you can cover the entire surface with one sattilite
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My first (successful) space plane docked with my station. I completed the rendezvous with only about 10 m/s of delta-v left in the tanks!
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[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
peachoftree replied to PolecatEZ's topic in KSP1 Mod Releases
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SPACE STATIONS! Post your pictures here
peachoftree replied to tsunam1's topic in KSP1 The Spacecraft Exchange
this is the refueling station I am currently building, eventually it will have eight tanks docked all along the long beam and ships docking on the shorter beams. All stock parts. Just docking these two tanks took about an hour . built because my last two ships, the K.S.S Redshirt, destined for the mun, and the K.S.S Discovery, destined for minmus This is my first post so Hi Kerbal community!. Iv'e probably only played the game for about five hours (and many more explosions) and have already been to the mun. -
I agree with you but I do like so-called qualaty of life mods: kerbal engineer, quantum struts, fuel balencer etc.