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KSP2 Release Notes
Everything posted by tg626
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Hey @Pak, check this out...
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
tg626 replied to Claw's topic in KSP1 Mod Releases
Wait.... are you two saying that before this fix mk2 and 3 fuselage parts haven't had any lift !?! -
... faildock... working now...
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smh
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- totm july 2019
- spacedock
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I always felt that the game needed a 4th mode, basically career without the money aspect, or science with contracts if you like. This seems like a way to almost get that (just setup a huge payout with no rep hit)... except it's even more flexible.
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Building a shuttle - CoM/CoL weirdness
tg626 replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
CoL shouldnt even be in the VAB, it should automagically be CoP... -
[1.1]Hullcam VDS - mod adopted by linuxgamer
tg626 replied to Albert VDS's topic in KSP1 Mod Releases
My KOAS will get you a docking cam at least, tho I too miss the "SpaceX" style booster views when launching... -
Working fine for me (win 10 & ksp 64 bit)
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You're a better Kerbal then me my friend!
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Does it get "pinged" by simply updating the compatible version? Where you update the mod but DON'T upload a new file. That does generate an email telling followers that "(author) has certified (modname) is compatible with KSP (versionnumber)" or words to that effect. EDIT: Also, see if you can get Spacedock to post some linkage to CKAN's docs or this thread so those of us who don't use it have some idea of how it all works. Right now that "List this mod on CKAN?" checkbox is a bit opaque.
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Please. Push comes to shove I consider github to be the "more likely to be around in X years" host. I opened an account there after kerbalstuff disappeared "overnight" (to me at least, I was away from the community at the time) because that event made me skiddish of any community sponsored mod host as my only online hosting, as KS had been. EDIT: Since it's been brought up here, the error in version numbers has been addressed on Spaceport.info - however GitHub should be considered the Master site of, and superior source for, my mods.
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Github is the master, spacedock the mirror. I have no idea how the **** the version on spacedock went to 1.0.2 Honestly, it may be me, but I have a real hateful relationship for the system on spacedock. Takes me forever to change things and get what I want, and obviously either it or I messed up the version number... so weird since I didn't have these troubles with kerbalstuff and it's practically the same system...
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Not with a new build vessel, but if I loaded vessels from earlier versions of ksp, yes. I think they altered those parts. Note: this was before pak updated these parts, so in my case it wasn't his fault.
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I'm crying foul here. If I update the max version on cybutek, then avc stops reporting my mod as being out of date. This is good, since it means that if I find my mod is compatible with a later version of ksp, then my users do not need to update just for the sake of a new .version file. Nor do I have to supply a separate "patch" of just the .version file. CKAN should be making the same check against whatever url is given for the .version master (usually cybutek, but not always).
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Are you sure? (Seriously I have no idea) because that's a file for KSP-AVC. Which due to how it handles checking is perfectly fine with that file in the archive. If you know this to be a fact, I'd appreciate a reference to that documentation since CKAN is largely a mystery to me. The only reason my mods are listed in it is because of that "include in ckan" check box that is/was on spacedock/kerbalstuff, and me thinking "Sure, why not?" and selecting it.
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My last tests (Which are far from conclusive) I started at 100km, used mechjeb's landing guidance ONLY to predict where I'd land, and then set my crash, I mean, landing point to about halfway between KSC and that Korea looking bit of land east of KSC. That was too high for a glide in to KSC, but it was my closest test so far. I guess the Trajectories mod could be used the same way if it's updated now. Basically, set your touchdown target on some repeatable location on the globe, then see where you REALLY come down. Adjust as needed. Once you get it "dialed in" it should be repeatable for all flights of at least that particular orbiter design.
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YAMASS Yet Another MIR Alike Space Station
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I agree, I was simply stating the cause. I find the reducing the torque in the VAB will eliminate it, which tells me that if the code were to reduce it proportionally to the mass of the vessel it would probably calm down... I don't recall if adjusting the torque is in stock or takes the Tweakable Everything mod. I also believe that the "stock bugfix" mod (not yet updated to 1.1.x) did a fair job of stomping this bug...
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At least one looks a bit like a kludged up energia copy... Speaking of, if we are submitting "wishes" I'd like to see an alternative to the OMS pods which only have the RCS bits like Buran.
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No modder has control over when or if CKAN gets updated - I listed it's compatibility with 1.1.2 on spacedock.info beyond that it's out of my hands.
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Runway should have gone grass, dirt, asphalt, concrete all smooth. BuT with weight restrictions and maybe drag too. The bumpy dirt is absurd.
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Thus
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I don't know if this is elsewhere in the thread, but I found it crashed, but it took the RIGHT DX9 download to install DX9 on Windows10 - it's here: https://www.microsoft.com/en-nz/download/details.aspx?id=8109