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Everything posted by Kowgan
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Oh noes, I hope this won't be a perma save-breaking update.
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So, theres no static/default value for the kerbal homesick (not habitat) feature, independent from the vessel? It's always based on the vessel he's in? Or, if there is, what is this value? 10 years?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
*Bacon intensifies* -
Something similar is happening to me. I can see the vessel on the list normally, in the VAB and Launchpad. But every time I bring a new vessel to the launchpad, my LS list resets and shows only the current (launchpad) vessel. Then, I gotta visit each of my vessels again to put them back on the list. http://i.imgur.com/u2UlrJz.png Log: http://puu.sh/mCuir/ff1ddf953c.txt
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Added USI_Tools; the mod is working like a charm now! Thank you.
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Anybody else experiencing the same as stated above?
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I was about to go sleep... Well, forget the bed. Once again, I can't thank you enough for the effort being put on this, Rover. This is priceless. Now, time to go test it out... -- Well, I think there's something wrong. Output: http://puu.sh/mBfut/f97582f853.txt Will make further tests.
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@Redneck Not to be intrusive, but If you're doing Mission Control and would like someone else to join, I'd love to participate.
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[1.0.4] EVA Enhancements - pitch/roll/navball and more!
Kowgan replied to seanmcdougall's topic in KSP1 Mod Releases
Sean, I'd like to report a bug wth the external command seat. When I board a kerbal in the seat on a vessel, the EVA Enhancements mod keep its modules active on the navball. This causes the RCS/SAS lights to be unresponsive, as well as the thrust indicator (although RCS, SAS and thrust work normally). -
That's weird. While still using the same version (0.2.1.0), now apparently it worked. I accidentally left Bill outside on Minmus for a day, then he refused to work. Came back to duty as soon as I fed and gave him shelter. I don't get why it didn't work on my first test. I was at Kerbin's orbit (used HyperEdit to get there), on a sandbox save. Could any of these affect the way the mod is supposed to work? -- Something else. I noticed a bug that's probably being caused either by the external command seat or by adding and removing any command pod module into a probe. I have a probe that I use to carry parts around, using KIS. Eventually I attached an external command seat and a command pod on it. Got a kerbal on the seat, and the probe appeared on the LS list. But the probe won't disappear from the list even after removing both command modules (and subsequently having no kerbal boarded at all). It also shows wrong supplies and crew numbers. Apparently, it copied that number from the previous vessel where the kerbal was in (as seen on screens below), when the kerbal boarded the probe. 1: http://puu.sh/myyIk/1c2febb259.jpg 2: http://puu.sh/myyNf/1bb1de7d7b.jpg Here's the output log: http://puu.sh/myyil/b948e65bf0.rar
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@sebi.zzr So, previously, I only grabbed yours drag_cube values and put them into my very own .cfg file. As stated, it didn't work. So, now I've decided to actually replace my file with yours, and to my surprise, it works flawlessly! I'm not sure where exactly is the crucial difference. My best guess was the addition of the PhysicsSignificance = 0 line. I don't have that on mine. I tested adding it on mine, but got exploding results again. There are a few other differences, like the addition of stageOffset = 1, childStageOffset = 1, bulkheadProfiles = size2, skinMassPerArea = 0.5, although I think the first two ones wouldn't make a difference. Also, you're using the stock animation module. I was still using Chris' old AdvancedAnimator. Not sure how could this influence in the subject. Anyway, I'm using your version now, and everything's working properly. Thank you so much for sharing! :) Here's a copy of my old one just in case you're curious to see what could be wrong: http://puu.sh/mxiws/a49bcc6b46.txt
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These notes sound great. Thank you for the tremendous effort you're putting into this, Rover. It's really much appreciated.
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So, the new Hab value is replacing both the Home and Rest values that we had previewed before?
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The lack of ablator isn't the issue here; I've also tested the shields with stock ablator on my debugs. The problem seems to be at the drag cubes, as Starwaster mentioned. ... And I noticed your config holds different numbers from Starwaster's latest release. I'll be testing that tomorrow, when I get a chance. Thanks for sharing.
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[1.0.5]AutoRove - autonomous rovermovement in the background
Kowgan replied to Wotano's topic in KSP1 Mod Releases
Awesome! I wanted this for so long, you have no idea. Thank you so much, and welcome to the forums, Wotano!- 139 replies
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@CaribouGone Now that's odd. I made my tests while in orbit, so I wouldn't know. @blu3wolf Yeah, I remember this! Now, a casino module? That's brilliant; I can already see the Poker minigames while IVA. But yeah, I'm also all for periodic ressuply missions and all that. And focusing on the various bases/stations - as long as not too frequent - shouldn't bother me either.
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I posted something dumb and only realized afterwards. Since there's no 'delete' option, here's a cozy puppy, instead.
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If anyone is sill up for supporting this, I'd like to report my current experience. Although all the numbers since @Starwaster's last update seem to be correct, the shield fails to deliver a RoveMate probe core to Eve's surface, from a 120x120km orbit, while on the other hand, a stock 2.5m heatshield does that without any difficulties. The ADEPT shield won't blow up, but anything behind it will. My guess is that, somehow, the ADEPT shield model isn't configured correctly, and the heat is passing directly through it, as if it didn't exist. That would explain the parts behind it overheating and exploding. This can be compared on the following pics: Stock heatshield: http://puu.sh/mn7PF/bba4ac817e.jpg http://puu.sh/mn7RE/70745a6629.jpg ADEPT: http://puu.sh/mn4aP/ca851f63db.jpg http://puu.sh/mn4dY/e7b95a8ca2.jpg The last picture also shows something curious. With the thermal overlay turned on, the only two ADEPT parts to light up are the center circle and the metal strips. The carbon fiber won't light itself up, as if the game didn't recognize it as an obstacle. Not sure if this has to do with anything, though.
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@RoverDude Any answer to my thoughts over there? Am I being stupid? Is it plausible? I need to know! Thanks.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Kowgan replied to EnzoMeertens's topic in KSP1 Mod Releases
I feel this thread will have so many pages yet to come. This is such a great concept! Thank you for bringing this to us!- 735 replies
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