NomenNescio
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So when I have this mod installed the Mk1 Cockpit looks like this within. Both "doors" in the IVA is are sideways and transparent as shown below: I've eliminated any kind of mod conflict by deleting all my other mods and running the game with only the ModuleManager.dll and the JSI folder, sitting alongside the "Squad" folder. I've noticed it was a problem with the 1.2 game version as well, but I finally got around to narrowing down which mod was the culprit and it's definitely this one. I don't know if this issue has been brought up before, but now that I have, at least I can have a little peace.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
Soo, for a complete noob, how do I get this working? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
NomenNescio replied to JoePatrick1's topic in KSP1 Mod Development
Tried loading this mod with 1.3 and the game crashes every time. We'll have to wait for an update. -
So I take it this mod doesn't take atmosphere into account? It's just the orbital trajectory?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
Don't get me wrong, most of his work is great, far better than the stock textures/models, but if something seems stupid I'm going to point it out (or at least ask for an explanation). -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
Okay. Someone explain to me why this mod reduces the details on some objects rather than adding them? Like take the inline batteries. Here they are in vanilla: And here they are after this mod has been at them: I mean, you do see this right? I'm not crazy? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
Hey there, I love this mod and have used it for a long time, but there is one part which has bothered me ever since you modified it. It's the hatches on the cupola module. Not only because when you open them, the ship becomes asymmetrical, but because the IVA looks like this: When you move the camera around it clips through the closed hatches, and it's just ugly. Now, rather than ask you to make a version without the hatches (which would be greatly appreciated BTW) is it possible for me to modify the mod so it doesn't touch the cupola? -
Have you considered adding an option on the fuel valve to specify a resource? I.e. an option to purge the craft of all oxidizer only?
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[1.10.x] Mark IV Spaceplane System (August 3)
NomenNescio replied to Nertea's topic in KSP1 Mod Releases
I have RasterPropMonitor installed but the monitors aren't showing up in my cockpits. Any suggestions? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
NomenNescio replied to cybutek's topic in KSP1 Mod Releases
*Facepalm* I am such an idiot. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
NomenNescio replied to cybutek's topic in KSP1 Mod Releases
I'm trying to add the Post Burn Inclination to my Orbital display, but it's not showing up. In fact none of the "Post Burn" options are appearing after I add them. I've tried to play around with options that are already added, and I can remove and re-add them all I want with no problems. Edit: Reinstalling the mod did nothing. More playing around has confirmed the only options that aren't showing up are the ones marked "Post burn". -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
NomenNescio replied to cybutek's topic in KSP1 Mod Releases
Checking the AN/DN on the predicted orbit only works to align yourself with the orbit of the target, once the AN/DN says 0 you're aligned. If your target isn't the Mun or Ike, it's not going to get you into an equatorial orbit. I personally find it hard to believe that once you've made a maneuver that there isn't a number somewhere telling you what the inclination the target orbit has to the parent body, because if it isn't relative to the parent body, there's no way of determining of you're in an equatorial orbit. That number has to be in there somewhere. At first I thought perhaps the Angle to Prograde/Retrograde could be used, but I can't for the life of me figure those out either. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
NomenNescio replied to cybutek's topic in KSP1 Mod Releases
So the one thing I seem to be missing the most is the inclination of a maneuver. I want to be able to set the inclination to 0 so I have a perfectly equatorial orbit, but since there doesn't seem to be such a number it's a bit of a crabshoot. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
Okay idea pitch: make a special setting by which one can chose whether to have them displayed or not? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
I notice there are antenna in the science tree that are marked as *Outdated*. They don't seem to be there without this mod installed so I have to assume this mod is to blame. Could you please remove those for good, because I have now wasted science where I didn't want to because I saw the antenna, only to find it's outdated. Since it does nothing, why even keep them around? -
So it's pretty clear to any veteran player that Squad has always ecouraged us to create bases on moons and planets, but thus far we've alwys had to get creative with using rocket, lander and station parts to create our bases. There are very few parts if any that are overtly designed for base building. With Squad once again adding major gameplay changes to the game (name comnet), I'm wondering if they might make an update at some point geared specifically towards base building, or perhaps incorporate an existing mod into the game as they've done before. Thoughts?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
NomenNescio replied to Ven's topic in KSP1 Mod Development
So I'm getting these weird hexagons when I take off from Kerbin: They don't seem to appear when I reenter the atmosphere, and I've isolated it to be this revamp's doing. EDIT: I've found out it's the exterior fuel ducts that are causing them. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
NomenNescio replied to Waz's topic in KSP1 Mod Releases
Stand by please, I may have made a mistake when testing. I am now going through my entire gamedata folder. After an hour I've found this mod is not to blame. It was infact the fuel ducts in Vens Part Revamp mod. Sorry for the inconvenience. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
NomenNescio replied to Waz's topic in KSP1 Mod Releases
I did try that, that's why I said I'm pretty sure it's EVE's doing. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
NomenNescio replied to Waz's topic in KSP1 Mod Releases
So I'm getting these weird hexagons when I take off from Kerbin: They don't seem to appear when I reenter the atmosphere, and I'm pretty sure it's EVE's doing. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
NomenNescio replied to shaw's topic in KSP1 Mod Releases
I'm having an issure where in IVA my kerbals' head though flickering persists. I go into IVA and look around, but there it is Jebs big flickering head whenever I look around. Edit: I reinstalled the mod and that fixed it. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NomenNescio replied to TaranisElsu's topic in KSP1 Mod Releases
Could you look into making a patch for DeepFreeze Continued? http://forum.kerbalspaceprogram.com/index.php?/topic/112328-105-deepfreeze-continued-external-radial-pods-edition-v0201-8-jan-2016/