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Everything posted by maxrsp
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[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
That works of course, but not very elegant... so it doesn't match with my beautiful Karbonite shuttles -
[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
I have a request that may well be out of scope for this project but I'll make the case anyway... Consider a dynamic fuel line that can be deployed to connect one ship to another for the purpose of Karbonite or other fuel transfer. I see this functioning more like the now defunct Quantum Fuel Transfer mod than KAS fuel lines, but anything that works would be fine by me. And while I realize KAS can create dynamic fuel lines, there are several reasons why I don't use KAS and would love to see a more focused alternative (KAS has a lot of additional functionality which I wouldn't use). Just think of that orange pipe dynamically connecting your Mun surface refinery to refuel your multi-mission landers. This would also make shuttling Karbonite into orbit more efficient because you wont have to lift your whole drilling assembly every time or develop a complex two-part dockable drill and shuttle. One part, one function, fuel system complete -
Hi again, thanks for the quick response. I can replicate this with any ship - just drop a Sputnick probe on top of a small RCS tank - then Hyperedit it into a 100k Kerin orbit. So far so good. Then I close all the HyperEdit windows and reopen them to do a Ship Lander function to 5000m (over ocean). What happens next is a flash of red shock heating, a G force warning, and an unfortunate explosion. I wonder if it could be related to DRE2 (v5.2)? That is the other mod I have new since my .23.5 game. This happens with all ships over Kerbin and both moons (haven't tested other planets yet) at all altitudes I've tested (100-5000m), but as I mentioned previously if I kill my orbital velocity first then the Ship Lander works as expected. Hopefully this can help get to the bottom of the issue... assuming the issue isn't me
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[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
Hi guys, I agree with your decision to have the tanks be empty in the VAB/SPH but what is missing is an indication of how much each tank holds in the description. Please revise the in-game part descriptions in next release. Thanks. EDIT: Yes, I know you can right-click the part once placed to see its capacity... I just think it would be better to have in the description. -
Hi Ezriilc, I am having a problem with the ship lander function... it causes every ship I try to drop to exceed G's and explode. This was not happening in .23.5 but is now in .24.2 (32-bit). From what I can tell everything else is working but this. Any ideas? I re-downloaded from your website just to make sure I had the latest and greatest but I got the same result. EDIT: OK, I guess I forgot how to use it... if I kill orbital speed to zero before I try to drop it works fine. I don't remember having to do that before but I probably did.
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[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
Hi All, I have been testing Karbonite ground mining extensively on .12 and can find no major issues I have no framerate issues, no parts functioning strangely, nothing. I'm running KSP 32-bit 24.2 with about 10 other mods installed but nothing that had other resources defined such as KSPI. The only small issue I've found is with the landing frame which has some ground clipping instability. In many cases if one or more legs is clipping through the surface the ship will actually fall over; I have to feather some vertical thrust so it comes slightly above the ground and re-land then everything is fine. Keep up the great work guys! -
[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
This is just awesome! You guys have come so far so fast; you've managed to be totally open and collaborative while still managing the herd the cats into some form of cohesiveness I know you still haven't even done the first full release yet but this mod is destined to be a great success because of your approach and vision. Great job RoverDude and team! I can't wait to play this weekend -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
maxrsp replied to alexustas's topic in KSP1 Mod Development
I love these lights but don't use them on as many crafts / stations as I would like due to brightness. If an update is in the works could I humbly suggest a brightness control... either that or someone tell me I'm an idiot and this is already adjustable Oh, and another thing Alex, stop working on awesome mods like this and ALCOR and PRC so you can get your other AWESOME mod Konquest to release! -
[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
I like this approach far better than having a bunch of extra parts needed to extract / refine other trace elements. Simplicity is elegance -
[24.2] Karbonite Ongoing Dev and Discussion
maxrsp replied to RoverDude's topic in KSP1 Mod Development
Nothing to add here except a big "thanks" to RoverDude and team. We need more mods like this one -
I waited a few days now hoping to see someone else report this problem so I would know I wasn't alone, but alas, it looks like it might only be me... I have a completely fresh install of KSP .24 64-bit running on Win7 64-bit and I'm getting strange behavior from the Toolbar. Specifically, when I select some mod buttons to display they actually cause the toolbar to disappear completely. Right now I only have Ambiant Light Adjust (works), Chatterer (works), ScienceAlert (works), Kerbal Engineer Redux (has issue), and Infrernal Robotics (has issue) as well as a handful of non-toolbar mods such as EVE, DREC and Procedural Fairings. Both the Engineer and IR are recognized by the toolbar because they appear in the hide/show buttons window, but selecting them doesn't put them in the Toolbar and in fact if they are the only ones selected, this causes the Toolbar to completely disappear and not be selectable again. I had to do a complete uninstall and reinstall of the Toolbar after that happened the first time. All mods are the latest / .24 compatible versions. The only other thing to mention is my version of the Toolbar is the one packaged with Ambient Light; I will replace with the stand-alone version tonight to see what happens. Any ideas or recommendations? Thanks in advance!
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I am also having same issue on Windows 7 64-bit with KSP .24 64-bit
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I'm not a big planes guy myself but this certainly looks way better than having 68 individual pannels stuck on. Good job
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
maxrsp replied to cybutek's topic in KSP1 Mod Releases
Hey Tim, its been awhile since I used this mod but usually when something is showing on the parts list but inaccessible it is because it hasn't been researched in the science tree yet or you don't have your ship build started with a valid command part. -
Hi all, sorry for the noob question but hopefully you KAS gurus can set me straight... I've seen references to "Flexotubes" and "Expandotubes" which appear from context to be separate parts. Can you advise which, if either, are part of this mod and what, if anything, is the difference? At the end of the day, i'm looking for tubes to connect to stock parts without increasing my mod footprint too much. Thanks!
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
maxrsp replied to Paul Kingtiger's topic in KSP1 Mod Releases
I just wanted to say thank you for the approach you've taken with this mod. Having the components broken out into packs rather than one huge mod requiring a handful of other prerequisit mods not only allows people to use what they want without being forced to download other potenially unwanted mods, but it can also be advantageous with respect to the memory footprint which we all know can be problematic with KSP. Great job! Oh yeah, and the parts are damn cool too