-
Posts
2,128 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Enceos
-
Now, that's the poll I love. I run 1.0.5 only to record some vids and take some pics of the assets in my old save. 1.1.2 performance is too good to give up in favor of stability and 15 FPS.
-
@steve_v Most people just don't understand what it means developing a game on a foreign engine. Unity developers have never imagined that something as grand as KSP will emerge from their engine which was meant for simple indie games. Here's a good post by taniwha which gives good insight into what KSP really is:
-
My lander looks legit after seeing this :3
-
@JebsDead @KAL 9000 Yeah docking ports retain their "docked" state when a part was detached from them via KIS. This makes them unavailable for docking until you attach something back via KIS and undock/decouple the usual way. The KML save editor can detect and fix such docking ports.
- 540 replies
-
- 1
-
-
- space station
- iss
-
(and 1 more)
Tagged with:
-
@Diddly Feelerino This bounce flip happens mostly on small planes. To avoid flipping you have to land on all wheels without flaring. Align your plane horizontally at the last second.
- 27 replies
-
- 1
-
-
- airplane
- landing problem
-
(and 1 more)
Tagged with:
-
Collider is a general term in modelling, it doesn't have to collide We usually use a pill shaped collider to define a kerbal's position on the ladder, it also triggers the "Grab [F]" function when a kerbal's body intersects it. I suppose that some models have this collider intersecting with the main collider of the model, a kerbal's body tries to occupy the pill collider but hits the main collider of the part and starts to drift.
-
It noticed that it depends on placement according to the orbital prograde vector. Horizontally my kerbals drift, vertically not. EDIT: This might also be a collider issue, when the ladder collider interacts with the adjacent part collider. So it probably also depends on the part the ladders are placed on.
-
Got them from Spacedock.
-
Those are EVA struts by DMagic. They're KIS independent.
-
@IgorZ Meanwhile, my station maintenance crew :3
-
@RW-1 That's very inventive @Snark One the outer edges of the SOI the orbiting speed is so slow that one can send vessels in pack one by one matching the velocity of the leading vessel. It's gonna be very hard to send a synchronized fleet from the low orbit.
-
I see currently two mass+distance checks, one on mouse hover with 'G' key pressed and second on 'drag complete'. I think that the mass+distance check on 'drag complete' is unnecessary and it wasn't there in 1.0.5. The first mass check on mouse hover will disallow grabbing the part anyway. Carrying an item under your mouse cursor and having full control of a kerbal was very convenient.
-
@IgorZ Here's the way I've been doing it in 1.0.5
-
@NathanKell I've been testing different configurations and by the looks of things the texture tiling in PP was designed with 4x symmetry around the tank (uScale = 4), other numbers make it stretch. Plus I couldn't stretch the texture past 2.5m in the tiling (autoScale) mode, PP puts limit on that. 2.5m is the current maximum possible length of one texture step. Here's the texture without the black circle: https://www.dropbox.com/s/1pmtsxofq22jylc/KHPlanes1.dds?dl=1 I have in mind one more texture with bigger panels, I'll ping you when I make it. Unfortunately decals don't look nice on tileable textures, so it will also be plain.
- 149 replies
-
- procedural
- hacks
-
(and 1 more)
Tagged with:
-
@IgorZ I ran into an issue some time ago: Happens when I grab a part and walk some distance away from the grabbed part before releasing my mouse button to spawn the hologram. Is it intended? Was working for me in 1.0.5
-
Lol Place this .cfg file into your GameData/KerbalHacks/WrapperTank folder. It will add two lesser sizes.
- 149 replies
-
- procedural
- hacks
-
(and 1 more)
Tagged with:
-
@shoe7ess Make it Small became stock in 1.1.2, open the settings menu in the game to see all the tweaks. @Stone Blue Texture Replacer is not a bloated mod, it just has access to most of the ingame textures. The .dll is just 64Kb. You won't notice it in your game. I believe you never tried it.
-
Did you download the latest version? it has 2 sizes and supports tweakscale.
- 149 replies
-
- procedural
- hacks
-
(and 1 more)
Tagged with:
-
@Dizor Lovely work! Would you mind giving some eye candy to your SpaceDock page for this mod? The markup there supports youtube vids, imgur albums etc.
-
[1.10.x] EasyBoard v1.10 : Board key works as a toggle
Enceos replied to Dizor's topic in KSP1 Mod Releases
@Dizor Welcome to the modding community. Your EasyBoard mod is a blast! I grown tired of the tedious ladder grabbing before boarding long ago. Your mod is such an elegant solution which saved me loads of time.- 114 replies
-
- board
- kerbal control
-
(and 1 more)
Tagged with: