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KSP2 Release Notes
Everything posted by tg626
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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
I just upgraded to a tier 2 pad (Played sandbox in 1.0.2 up until yesterday) and when I load a rocket onto the pad (admittedly a mod one, Tantares R7) I get constant smoke pouring out of the blastways and the "360º scattered landing smoke" on the top of the pad as soon as it loads (IE Engines aren't even firing). This continues until liftoff. Throttle does not affect it. Could this be caused by the fix to keep rockets from getting stuck in the Launch Pad? -
Does anyone have an up to date patch for Antenna Range / Tantares?
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Um, it's not called the "Kerbonaut Complex" it is called the "Astronaut Complex"
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The umlaut appears on the title screen capsule "Mün or bust" It is pronounced M-oo-n not M-uh-n, and I will cover my ears and say lalalalalalala if any one says different!
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[sUGGESTION]: Remove the fins from the Pavonis PA-100 engine and make them separate parts in the aero tab. They don't seem to do what fins should do... At the moment I can only get it to fly right with locked Oscar B tanks in the nose to jack up the nose weight to 1.2t and hiding "basic fins" inside the fins. I'm guessing that the game doesn't understand a fin that is part of the engine/fuselage.
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[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs
tg626 replied to toadicus's topic in KSP1 Mod Releases
Can you provide a description of what the "two extra .cfg files, which may be copied in to GameData for people who want them." will do? -
A bunch of random ideas for KSP
tg626 replied to DundraL's topic in KSP1 Suggestions & Development Discussion
TAC fuel balancer. -
Docking AP question (No not about performance) It's about the "Roll". Today I noticed that if I select Roll to 0 degrees, the ports align 180 degrees around. IE, the handle of one faces the portal (rectangle) on the other - This also shows as 180 degrees on NavyFish's DPAI. In the past this wasn't the behavior, Handle would face Handle, Portal would face Portal, and DPAI would show 0 degrees. Is this an error, or by design. Just off the top of my head I am thinking, tho I have no time to check, that maybe this avoids 2 shields ports from clipping their "doors" through one another...
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[1.1]Hullcam VDS - mod adopted by linuxgamer
tg626 replied to Albert VDS's topic in KSP1 Mod Releases
Just a note, the Pictozoom 2000 has "module = CommandPod" at the top of the config, should be module = Part (all other cores/pods have that now) as is it creates a new "module filter" called CommandPod of which it is the only member. Likewise the Telescope and Mumech_Hullcam have module = strut which again should be module = Part these days. As a result of picking around the configs, and seeing they vary, which module is for this mod? Looking at the source it looks like MuMechModuleHullCameraZoom is the only one that's "yours" - with BOSS, HullCamera, and the resource "Resolution" being left over from previous versions and no longer needed.... PS: Just did a little test, seems the only module needed for the functionality seen in this mod is MODULE { name = MuMechModuleHullCamera cameraName = Aerocam cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.45, -0.0 cameraFoVMax = 75 cameraFoVMin = 30 } As the "MuMechModuleHullCamera" in the source code is simply empty {} was this to get around some sort of bug? -
Beale has a part mod called Tantares (http://forum.kerbalspaceprogram.com/threads/81537) which as a Gemini like capsule called "Spica". I'd assume the lights work because of a difference in how the effect is achived. Here's a vid of it in action in my game:
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Something similar to the pitch, yaw and roll buttons for control surfaces. EDIT: Just in case someone finds this in a search one day. The answer is IT'S NOW STOCK! As of 1.1 I think, just right click the engine, clock "Show Actuation Toggles" and pick/choose which controls will and won't gimbal the motor.
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Seriously, this ought to be mandatory, it would cut down on hunting/missing updates and it's super easy to use - you can even use a github or any other repository for the comparison file. Just seems like a no brainer to me... http://forum.kerbalspaceprogram.com/threads/79745-1-0-2-KSP-AVC-Add-on-Version-Checker-Plugin-1-1-5-MiniAVC-KSP-AVC-Online
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Everything I've read defending the price is predicated on knowing its value as a player, this us not the state if someone deciding if they should "pull the trigger". You need a price point where someone us w ilking to take tgevgambke that they won't end up with a game they don't like. That's why I waited for a sale, and then later bought it again at full price.
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I added this to Beale's gemini-ish pod and his light curiously still work. :\
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FPS steady at 25 if looking at water
tg626 replied to Ringkeeper's topic in KSP1 Technical Support (PC, modded installs)
You did who to what to where now? -
Ok, killed that bug... While I was at it, I made a cfg and edited texture (painted the widow part of the alpha channel pure white) for "WindowShine" for the Spica capsule... makes the widows shiny and (unlike the stock SP+/Mk3 parts) YOUR LIGHTS STILL WORK! W@@T With Shine Without Shine Still photos don't do it justice... It looks like just a shadow, but it's really a reflection of Kerbin - most noticeable during maneuvers.
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A mod called "Historian" pops that overlay up for a split second when taking screenshots - pretty sweet huh? I love it (tho that is a custom layout) It is?? OH HO! Well, that's an easy fix. I'll just exclude that part from the TE settings, I already made an UntweableEverything MM patch for Procedural Fairings (the interstage fairing breaks right click menus on EVERYTHING when TE is installed) I'll just add the Spica SM to the list!
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
tg626 replied to tajampi's topic in KSP1 Mod Releases
I think it's more reasonable with "lightPower = 0.25" rather then 1.0 - you can still see it light things up in the dark, but it doesn't completely wash out textures in the daylight... JMHO -
I grabbed the pack, and the instructions are based on a folder structure that the archive does not have... AND you have to add TextureReplacer { GenericKerbals { femaleHeads = [I]filename filename filename[/I] } } somewhere to get the textures to work correctly (IE girl faces on girl heads, boy faces on boy heads) I also added a few more. They are mediocre recolors and one edit giving a new hairstyle with "double sideburns" on BOTH sides of the face. (Purple hair directly inspired by Leela from Futurama) Hotaru's are nice, but they eyelashes blow it for me. One sideways look in IVA and you'll see what I mean - I much prefer Val's circa 1960 liquid eyeliner look, and the textures Cosmic Farmer derived from Diverse Kerbal heads has nearly that same look.
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I'm experiencing 2 oddities. 1, (May be MechJeb) it used to be that if I used MJ Autodocking Pilot and set it to roll to 0 degrees, it would roll and DPAI would agree it was 0 degrees - this no longer seems to be the case. In two separate flights I had to set it to 90 and 180 to get DPAI to show 0. 2, A little more "serious" tho not all that - the Left/Right arrows at the bottom where it shows the name of the port your targeted to (or "No Vessel Targeted") don't seem to do anything. I *thought* they used to highlight on mouseover (like settings does) but they neither do that, nor cycle through available targets if none is set.
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Some thoughts on Spica. Something makes the SM staging sometimes fire the engine, and sometimes decouple... As such I think following the game devs lead is in order. Decouplers are separate parts, Engines and fuel may be combined. Further, it should have a heat shield and not have the ablator "built in" Not entirely clear is my thought that the visual model of the upper "band" would be a heatshield fairing, and the "belt" around the middle a decoupler. Oh, and some orbital fun which led me to these thoughts...
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Yes, and I'll give this a go... ...Later Ok, that is where the trouble came from alright. I made this MM config so I can still tweak all OTHER decouplers... // Removes "Tweakable Everything" options from Procedural Fairings Interstage Adapter // (C)TG626 - Ted Thompson // CC_BY 2015 @PART[KzInterstageAdapter2]:FINAL { !MODULE[ModuleTweakableDecouple]{} !MODULE[ModuleStagingToggle]{} } Open Notepad, Copy the text above, Paste in Notepad, Save as "MM_fixPF-TE_Conflict.cfg" anywhere in your GameData folder.