-
Posts
2,128 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Enceos
-
Is there any way to point antennas of my existing probes to Kerbin without having to visit them with Kerbals? maybe I could edit my save file in some way?
-
Is there a texture pack which includes female kerbal heads designed for the new female models of 1.0?
-
Have you tried moving 20t parts in orbit using only ladders? - - - Updated - - - Whatevs, make it a duct tape ) which everyone can use.
-
Do I miss on something if there's no such file for MKS seats? Do Kerbals still gain experience?
-
I don't like the withoutTool option. That would force you to rework the righthand system + I don't like the ability to stick something without a tool.
-
I found some seat_tasks in the KerbalStats folder, what does it do? I have many mods with pods and cabins, do I need to add something here? KSExpSeatMap { SeatTasks { name = Large_Crewed_Lab default = Science } SeatTasks { name = Mark1-2Pod default = Pilot LeftSeat = Pilot RightSeat = Pilot BottomSeat = Command }
-
Pro Props - Wearable items for your kerbals. Updated to KIS!
Enceos replied to Locob's topic in KSP1 Mod Releases
I found that most helms are not equippable by female kerbals. Probably they use equip mesh that doesn't exist in female models. The only equippable was the full glass space helmet. -
Having fun after landing With KIS we can equip more items than ever. Das Pro Props.
-
I hope KospY will make for us something like a Grappling Hook or Magnet for tethering Kerbals onto parts in space. Physically equipped grappling hook actually almost works.
-
The EVA propellant is only for refueling, it's not for increasing the capacity of your jet-pack.
-
@taniwha What does the KerbalStats mod add to gameplay with EPL? Do we need it for better user experience?
-
Yes we're KAS, KIS addicted!
-
Overcomplication. Cause there are many honeycomb and other science boards from different mods. Plus people are gonna use service bays from now on.
-
I know your problem: you can't attach parts radially if their config disallows it. You need to drag your part to a node:
-
Currently there are two containers, the big 20.000L one and the small 1000L. The big container can contain small containers. That's as deep as currently possible. Bad idea imo. People don't like their parts destroyed for insignificant reasons. Yeah, I would also like to disallow some parts from being attached to other parts. For example, make a part only attachable on ground. - I would add a mallet as crude a tool which anyone can use to attach very light parts 0.05t and less. - Or another option, is to make a mallet attach things only to the ground. Very realistic. In both cases I really like the mallet idea.
-
Are you doing it with an Engineer? Did you equip the screwdriver or wrench? Do you pay attention to yellow error messages on the screen? Did you read the guide included? Or at least watched a video in the main post of this thread? Round 8 tank can't fit kerbals pocket. You can store it only in containers or snap somewhere outside your vehicle and detach when needed. - - - Updated - - - @KospY I've been fiddling with parts to find out why Kerbals get kicked into space after placing a part on something. I found that it happens only if the part was in their inventory. The sudden mass change of Kerbals after taking the part out from their pockets makes a physical kick on their bodies. Maybe making the mass loss gradual will help? Or you could think of some way... P.S. Current big container is carriable, but not clickable to open its inventory. Dropping it each time to get items from it is a hassle. I think "equipMode = part" should be default for it. [SIZE=1] MODULE[/SIZE] [SIZE=1] {[/SIZE] [SIZE=1] name = ModuleKISItemEvaTweaker[/SIZE] [SIZE=1] volumeOverride = 1100[/SIZE] [SIZE=1] editorItemsCategory = false[/SIZE] [SIZE=1] carriable = true[/SIZE] [SIZE=1] equipSlot = jetpack[/SIZE] [SIZE=1] [B][COLOR=#006400][SIZE=2]equipMode = part[/SIZE][/COLOR][/B][/SIZE] [SIZE=1] equipMeshName = jetpack_base01[/SIZE] [SIZE=1] equipBoneName = bn_jetpack01[/SIZE] [SIZE=1] equipPos = (0,0.21,-0.3)[/SIZE] [SIZE=1] equipDir = (280,0,0)[/SIZE] [SIZE=1] runSpeed = 0.8[/SIZE] [SIZE=1] }[/SIZE]
-
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Enceos replied to FreeThinker's topic in KSP1 Mod Releases
@FreeThinker Can InterstellarMeshSwitch be used to mirror wings? Is there an example config for that? P.S. Have you taken a peek into the texture switching of stock fairings?- 1,187 replies
-
- fuel switching
- mesh switching
-
(and 2 more)
Tagged with:
-
[Guide] New temperature rules for parts in 1.0 (1.0.2 updates)
Enceos replied to Enceos's topic in KSP1 Mod Development
I don't understand why Squad gave to heatshields 3400 maxTemp. I've not been able to burn them off under any dire circumstances (like 10km/s Jool reentry). And even if we don't burn them off, the ModuleAblator gotta increase conductivity of heat shields when they run out of the resource. There's currently no punishment for having a shield with zero Ablator. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Enceos replied to Claw's topic in KSP1 Mod Releases
There's a design flaw for the tourist contracts. Tourists can use IVA props to get out of the vehicle: -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Enceos replied to nightingale's topic in KSP1 Mod Releases
I've had some hard time with one tourist contract today. Bugs were biting me everywhere: After reaching orbit with tourists the timer never started (said there's no vessel matching the parameters). Even 15km away from the destination the requirement wasn't fulfilled (had to get closer, which is quite hard without the Trajectories mod) The orbit timer kicked in only after I managed to meet all the parameters: - 2 passengers - 1 pilot - suborbital trajectory - Location: Impact Crater Figures I gotta wait till timer runs out, so I restored my orbit from suborbital trajectory. All the parameters I met went unaccomplished again. After the timer came close to zero it started counting negative numbers and orbit time requirement was never fulfilled. There's also some discrepancy between the Contracts+ window and the CapCom window.- 699 replies
-
- career
- contract configurator
-
(and 1 more)
Tagged with: