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KSP2 Release Notes
Everything posted by Kowgan
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@Avalon304: Thanks for the update, can't wait to watch it. As for me, not right now. I got a paused WIP station on LKO, and I'll surely use shuttles to continue to build it. Maybe I'll even record something. But right now, Bob is stranded on the Mun, and Jeb is awesomely going to rescue him.
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I like finding solutions a lot. I catch myself spending hours trying to figure a good rocket or plane design, and when I finally do it, I get satisfied and close the game. Though, I also enjoy staging. Ah, those upper atmosphere stagings... So beautiful.
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The science mod to remove the science points and replace them with quest-like progression of scientific experiments seems pretty interesting, though. I'd totally look forward to it. Shameless copypaste.
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Watched and commented over there, but why not over here as well? Really nice job, Angel. I'm loving to watch the story development. The song choices were also very amusing. Thanks for your effort!
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Kowgan replied to nightingale's topic in KSP1 Mod Releases
Thank you for the update, as always, nightingale. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
People have said it! These planned features sound so yummy! I can only imagine how frustrating thse 1.0 news can be, but I can also keep loving you and your effort for this mod. Thank you so much for it, Chris. -
Agreed. Thanks for putting effort into it, anyway. It was much appreciated. In a side note: I -think- you can configure the OBS format output, can't you?
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If the only intent of adding a part is to make it unlockable on the tech tree, you don't need a part. It's doable without it.
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As far as I know, FAR/NEAR does that.
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Nice! Thanks for updating this adventure, Angel. And regarding the runway landing, I think Kelbin was just following the traffic rules and keeping himself at the right side, for safety.
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[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
Thanks for considering that suggestion, Addle. Your effort is much appreciated, really! Thanks. -
How come we've passed through page 1337 and no one celebrated?! Happy page 1337.
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Awesome, Allista. Thanks for the continued support.
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I always start mine from the pod as well. But for some reason, everytime I tested this feature, I've started from what's under the adapter. Yes, the SAS thing probably has to do with the rerooting, but I didn't notice that happening while flying manned vehicles. Anyway, this is probably somehow broken, and these steps are just a workaround until we get an official fix.
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[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
Yup, can confirm this. That's most likely a bug. As the game unloaded a vessel parked near the launching pad, during another vessel's ascent, the Protractor icon was also gone. I never noticed that while flying away from a station or another in-orbit vessel containing the Protractor module, though. Gotta pay attention to that. Also, I noticed it isn't a Protractor's exclusive issue. According to my log, it happens to MechJeb as well, and Mechjeb's workaround is to re-add all the buttons back to the GUI, once this happens: [LOG 23:42:06.129] Untitled Space Craft Unloaded [LOG 23:42:06.149] -------------Saved Protractor Settings------------- [LOG 23:42:06.197] [MechJeb2] Adding button for Ascent_Guidance [LOG 23:42:06.198] [MechJeb2] Adding button for Attitude_Adjustment [LOG 23:42:06.199] [MechJeb2] Adding button for Custom_Window_Editor [LOG 23:42:06.200] [MechJeb2] Adding button for Docking_Autopilot [LOG 23:42:06.200] [MechJeb2] Adding button for Landing_Guidance [LOG 23:42:06.201] [MechJeb2] Adding button for Maneuver_Node_Editor [LOG 23:42:06.201] [MechJeb2] Adding button for Maneuver_Planner [LOG 23:42:06.202] [MechJeb2] Adding button for RCS_Balancer [LOG 23:42:06.203] [MechJeb2] Adding button for Rendezvous_Autopilot [LOG 23:42:06.203] [MechJeb2] Adding button for Rendezvous_Planner [LOG 23:42:06.204] [MechJeb2] Adding button for Rover_Autopilot [LOG 23:42:06.204] [MechJeb2] Adding button for Settings [LOG 23:42:06.205] [MechJeb2] Adding button for Smart_A_S_S_ [LOG 23:42:06.205] [MechJeb2] Adding button for Spaceplane_Guidance [LOG 23:42:06.206] [MechJeb2] Adding button for Translatron [LOG 23:42:06.206] [MechJeb2] Adding button for Utilities [LOG 23:42:06.207] [MechJeb2] Adding button for Warp_Helper [LOG 23:42:06.207] [MechJeb2] Adding button for Delta-V_Stats [LOG 23:42:06.208] [MechJeb2] Adding button for Jeb_Essentials [LOG 23:42:06.208] [MechJeb2] Adding button for Jeb_Science [LOG 23:42:06.209] [MechJeb2] Adding button for Orbit_Info [LOG 23:42:06.209] [MechJeb2] Adding button for Surface_Info [LOG 23:42:06.210] [MechJeb2] Adding button for Vessel_Info And finally... It would be great being able to access the Protractor from the KSC scene, wouldn't it? *wink wink* -
Alright, I've followed your steps, as per images, and found myself able to replicate your issue. After some fiddling around, I've found the problem, and it's pretty weird: It happens when you're building your craft from top to bottom. That means, when the root part is above the interestage adapter. The solution is to simply, either start building the craft from below, or use the New Root tool (4) to set a new root on your vessel, before launch. Also, make sure to leave some space between the fairing's edge and the engine bell. They can get stuck pretty easy; so either increase the Top (recommended), or decrease the Extra Height, so they don't clip through. Now, ask me what's causing that. I have not. A. Single. Clue. Either way, I hope that fixes your issue. Good luck, have fun and post results.
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[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
Nope, it doesn't happen here. Logs, maybe? -
I don't use KJR, or any other joint-reinforcement-y type of mod. - - - Updated - - - Are you placing the fairings on the base as well? If you don't (and whatever is connected to the upper node is literally floating when you test launching), the decoupling system won't work. That's the only situation I've seen where the top node won't decouple. According to the Interestage Fairing Adapter config file, "adapter2.cfg", there IS a decoupler there on that node. MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = top1 } } So, only if you're not placing the fairings on the adapter and let the "payload" (I mean, anything on top of the fairings, really.) float over there, the decouple staging won't do nothing.
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Take your time. As long as you're having some healthy fun making them, everything's good.
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Weird, it should work. If you can, please post your results here.
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Damn, that was awesome! Keep it up, I can't wait to watch the rest of that story! + 1 Subbed