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Everything posted by klesh
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I was thinking of adding it as a suggestion, as from what I can tell you dont have the ability to have the message node play any of those kerbal sounds (from the contract selection screen in mission control). I’d also like the ability to chose a fellow kerbal as the sender of the message, as a way to simulate a conversation between you and an AI kerbal in the mission. As it stands, you have to pic an “instructor” as your message sender, which are people like Gus, Mortimer, Wehner, and Gene. Maybe I want Valentina in the craft next to the player to send the message, right?
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Yup, its definitely off center. I think this one has got to be a mistake.
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This appears to still be a problem in 1.4.2. This appears to still be a problem in 1.4.3. Hi, The CoM is offset on the FL-C1000 to a degree that I wonder if it is not a mistake/bug. It essentially prevents the famous Korolev Cross (irl, ksp) from happening, which lead me to look at the part further. For me, all my separations with this booster are resulting in the part spiraling off rather than backing away and flipping as you would expect. Mounting the radial decouplers high or low makes no difference. Here is a test with empty boosters on a lander can cheated into orbit at Kerbin. Note the force from the uneven decoupling has caused the Lander can with SAS off to rotate? The CoT for the built-in sepratron boosters is centered just fine, here we see it from the top view, and an M-Beam angle-snapped to the side to give us a 90 degrees to measure against: Next we see the same view, but with the CoM turned on: Observe that it is offset from center to the viewer's right. This is what is causing the rotation on the decoupling craft, and is what is causing the rotation on the boosters themselves when decoupled. I suppose the offset mass could be intentional, but since this is a very iconic part with a very iconic separation sequence encouraged by the built-in sepratrons, I'm led to think it is a mistake. Thoughts?
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[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
klesh replied to Snark's topic in KSP1 Mod Releases
It currently uses the Black and White, and Gray and Orange variants. I figured they were just the textures from MH used on the rescaled part, no? I guess you do good work, because they look fab! -
[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
klesh replied to Snark's topic in KSP1 Mod Releases
Any chance of getting the White variant added to the S2-S3 Adapter Tank? Pretty please? -
Which I one of the reason all the SM’s could use a button to disable staging in the VAB/SPH.
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No, anything attached to the panels falls off and floats freely.
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Yeah imgur is acting up right now, working on it...
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Here is another part observation. I hope these are being seen by the people that count. The doors on the SM-25 do not close, or rather, their closed position has a gap in it towards the aft of the part. Here you can see it from one angle, and I put a battery in there so you could see the yellow striping inside from another angle. I presume this gap is not intentional? SM-18 appears to be the Gemini Service Module. "X" is the key that cycles through symmetry values. X cycles upwards, and Ctrl+ X cycles it downwards.
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Not to mention the added length you get when using 1xTS-25, 1x EP-25, and the full variant of the Wolfhound which has its own 2.5m plate on it. They add up to be almost as long as a FL-TX220! https://imgur.com/a/AvB9d
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1.4 - Add Additional Part Variants?
klesh replied to nickrulercreator's topic in KSP1 Modelling and Texturing Discussion
VariantThemes.cfg defines the variant themes, you'll want to add your new ones in there: VARIANTTHEME { name = Green displayName = #autoLOC_1234567 <- need to set this up in dictionary.cfg description = #autoLOC_7654321 <- need to set this up in dictionary.cfg primaryColor = #00ff00 secondaryColor = #006600 } -
Bethesda gave me Skyrim special edition, which contains all the game’s dlc for free (because I had purchased the old version of the game and all its dlc originally). They didnt have to; was pleasantly surprised. They also offered the HiResolution DLC for Fallout4 for free. https://store.steampowered.com/app/540810/Fallout_4__High_Resolution_Texture_Pack/
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Yes. I use an action group to both decouple the docking jr and fire off the LES at once. Works as intended.
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“C” switches between angle snap on and off. Give it a try.
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Sure you can, its what I do. This is an image I made for another thread, but I direct your attention to the rightmost configuration. Mk1-3 -> SM-6A-> DockingJr. -> LES. Use the move tool to translate the LES down into the SM-6A.
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Strange artifact floating around my Soviet-style ships
klesh replied to Angiebuck's topic in Making History Discussion
Did some more testing. Its pretty much just the Pea with the issue. Totally repeatable. Another user thinks its simply an issue of a layer being saved in the wrong spot for the capsule: -
Bug with Kv-2 "Pea" in "Trouble in the Void" mission
klesh replied to klesh's topic in Making History Support
Okay so I did a bunch of testing with all 3 capsules. This VZOR phenomenon only happens with the Pea, and only sometimes. I still have yet to determine why it sometimes happens or doesn't. At first I thought it was because the Valshkod 2 from the Trouble in the Void mission has the round top part of its umbilical covered by the inflatable airlock. Perhaps the interaction of the two parts made the VZOR texture pop out. Turns out you don't need to add any other parts at all, has nothing to do with the mission or the specific craft, Valshkod 2. Here is my test: 1 Onion, 1 Pea, 1 Pomegranate placed on an angled panel immediately decouple all 3 at once, all 3 roll off leaving the bug floating up with the umbilical. 50% of the time the bug occurs. 100% of the bug occurring was with the Pea capsule. -
What about the shielding/interstage on the engine plates, same thing?
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The two triangle types add alot of possibilities, but these parts aren't very very big. The largest square from MH is only slightly larger than the classic M-2x2 panel:
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Looking out the windows, Making History
klesh replied to 777eza's topic in KSP1 Gameplay Questions and Tutorials
I was wondering this myself, whether this will be addressed or not. I feel like they should be there, and their lack of inclusion is either a bug or the result of a time constraint. Scott Manley brought it up to RoverDude during the launchcast, but he just kind of nodded in acknowledgement that they were missing. The IVA views are really nice in the new pods, and the pod interiors are very nice too, but not being able to click the windows for a great view is a big let down. They've got to put them in, right? I'm not alone in sort of expecting them to have this functionality? -
Mun North Pole needs fixing.
klesh replied to klesh's topic in KSP1 Suggestions & Development Discussion
Making History missions have a spawnable function when building them. The mission creator can spawn a launchpad anywhere on the surface of anything but Jool or the Sun, even underwater. You can spawn individual Kerbals too. This makes for lots of interesting possibilities for unique gameplay, but we need the planets fixed so interesting polar scenarios are viable without large terrain glitches visible. -
I like using them in a service module role, as a hiding spot for various rcs minitanks, some batteries, maybe a secondary probe core. The problem I've been having with them (and a few of the new MH parts like the actual service modules) is that placing things on the inside of the tube with angle snap turned on seems impossible. Angle snap seems to force the part to the exteriors walls of the structural tubes, whereas placing without angle snap lets you place along the inside walls... albeit not nice and precisely.