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KSP2 Release Notes
Everything posted by Kowgan
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Kowgan replied to DuoDex's topic in KSP1 Mod Releases
@DuoDex: Thanks for the update. Do we still need to delete the original Squad ScienceDefs.cfg in order to avoid incompatibility with other mods (AKA Station Science)? Thank you. -edit- Nevermind, I see that you've apparently fixed that since 1.3.0 -
I've always liked DrJonez over Scott Manley anyway. @Kaname: It works on .90.
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Yep, but due to the lack of info regarding changelog and version numbers, I'm unable to tell you the correct latest version for KSP .25. Maybe Sarbian will have a better answer.
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I hope your issue is now fixed. Enjoy.
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I posted it a few pages back. No, that's not me in the video.
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This. Even if you don't speak, but instead, place subtitles. Would love to watch.
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@Falcon: Are you connecting the upper stage on the Interestage Fairing Adapter's top node? For what I've understand, the weight + the possible connection on the bottom node, are causing the fairings to be abruptely crushed, and then, broken. Either that, or, as noticed on the two last pictures, the engines are popping out of the fairing circle, pushing them out. @RainDreamer: Uh... Not even videos helped you out?
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@Falcon Coupe: In a nutshell, more struts. For what I visualize out of your description, you're trying to hold a giant ammount of wobbly mass with one single node. Other than that, I can't say much without a screenshot, or maybe the .craft file. -Edit- I should really check if there's new pages before posting. SS would still be good, though. Also, welcome to the Forums, if you haven't been yet!
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
This is superb, SpeedyB! I want to touch it so much! Can't wait to try it out. Humble suggestion to make it more stock-alike, if I may : I think it's all in the colors now. There's too much saturation in my point of view. I would take some saturation out of the orange (Kibbal?) ring, and out of those black rings in both models. And if you want some extreme stock-alikeness (although this is pure taste), I would also change the light beige to the same white as on the Stock Mobile Processing Lab.What do you think? P.S.: In no way I'm trying to interfere with your work. Yours is beautiful and awesome as it is, and I'm very glad and thankful to you for it. I'm just throwing my humble opinion here, as a personal taste. Cheers! -
Amazing video, nice music choice, great design, superb mission! This is so good.
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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
I don't understand those who asked it, then. |: Also, according to my timezone, you are totally leet. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
I've always set them manually in the VAB before flight. Never had trouble changing it to 1.5km there. Eventually, I made this MM config to set a few of them automatically: { @MODULE[RealChuteModule] { @PARACHUTE { @minDeployment = 1500 } } } @PART[RC_cone_double]:Final { @MODULE[RealChuteModule] { @PARACHUTE,1 { @minDeployment = 3000 @deploymentAlt = 2000 } } } @PART[RC_radial]:Final { @MODULE[RealChuteModule] { @PARACHUTE { @minDeployment = 1500 } } } @PART[RC_stack]:Final { @MODULE[RealChuteModule] { @PARACHUTE,* { @minDeployment = 1500 } } }@PART[RC_cone]:Final I never understood why the default deployment gotta be so high up anyway. I hope that's useful. -
I never said thanks for this, Malah, so... Thank you very much for this! You rock!
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I think this happens with FAR/NEAR due the way it affects the game. Since it messes with Aerodynamics, your ship's position will affect how much drag it takes, and as such, how fast will you lose speed. Therefore, oscilating the Landing Prediction's position. I don't think the problem is MechJeb in this case; MJ is simply showing you the input from FAR/NEAR. Yet, even without FAR/NEAR, my issue persists. ;(
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
@SmashBrown: Looks like SpeedyB is working on some stock-alike textures, but nothing is promised. Everything is hoped, though. @Distus: Welcome to the Forums. As far as I know, there shouldn't be any incompatibility. If you provide us the output_log, and maybe your modlist, it'll be easier to tell what's causing the crash. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Just because: Here's a Thank-You Dog. -
Nice, Sarbian. Thanks for the update! I see you didn't change the version name? Still v3.0.1.0, like the previous one? Also, I wonder where can I check and edit those hideSpeedEditing and hideRollEditing configs. Best wishes!
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Thank you so much for this mod, Kamik! The part is great, and I must agree with you on the realism piece over there. Good to have them pointing inclined sideways, instead of straight down.
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Averagely, between 4 and 6 hours. But lately I've been pretty busy, so I'm lucky when I can play for 3 hours straight. What am I doing here? I should be working by now. *slap*
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@darloth: I don't know if you can use a "<X" (less than X) value on MM. My attempts using this weren't succesful. So the closest I could get to your request was this: @PART [*]:HAS[@MODULE[ModuleEngines],@RESOURCE[SolidFuel]:HAS[#maxAmount[8]]] { (stuff) } This would require you to meownually set each of the engines' maxAmount of SolidFuel that you wish to edit. That would be someow useful if you could manage to get this code working for multiple purrts. The way it's written there, you would have to copy this whole code for each engine, so it's easier to just filter for the engine's name, instead of filtering for a specific value in it. In order to avoid this, I tried the following codes: [*]:HAS[@MODULE[ModuleEngines],@RESOURCE[SolidFuel][COLOR=#0000ff][B]:HAS[#maxAmount[8]|#maxAmount[433]][/B][/COLOR]] { (stuff) }@PART and [*]:HAS[@MODULE[ModuleEngines],[B][COLOR=#0000ff]@RESOURCE[SolidFuel]:HAS[#maxAmount[8]]|@RESOURCE[SolidFuel]:HAS[#maxAmount[433]][/COLOR][/B]] { (stuff) }@PART The first one only detected and edited the engine containing the first value (8), leaving the second engine (433) untouched. I don't know if there's something wrong with the code, or if it's a bug. The second one didn't even work. Someowne else will probably have a better answer. But I hope I've helped at least a bit. Also, Cats.