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Everything posted by Kowgan
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I'm using considerably more mods in this version, but all the extra ones are simple parts or pretty light mods that shouldn't affect much the gameplay, or make it much heavier. Even though, since 0.90.0 stock, I noticed the game is considerably heavier (I got some noticeable frame drops, game is using 4GB of ram), and unfortunately, I'm having somehow often crashes. Considering that in .25, I had only one crash, and I've already got two in less than one week playing .90... My last crash happened today after a long mission, and forgetting to quicksave in a long period. The crash rolled me back to the last auto-save, but for some reason, I held F9 to my last Quicksave, bringing me even more earlier in time. And then, my auto-save (persistent) got replaced with that rollback as well. Sad times.
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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
Ethernet, I just found myself having the Plant Growth Contract issue as well. The experiment runs fine, but once I right-clicked that part again to finish it, here's what I saw: Clicking "Deploy" does nothing. I can re-right-click that part again, and the "Deploy" button will be there once again. As expected, if I can't "Finish" the experiment, I can't complete the contract after recovering the vessel at Kerbin. Also, the only StationScience-related log I found while quicklooking into the in-game log was this: [Error]: [R&D]: No Experiment definition found with id plantGrowth But in any case, here's the output_log file. Poke me if you need the modlist. I'll write them here manually. And thank you very much for the support! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Oh no, not again! Hey OminousPenguin, check the previous page. Your answer might be lying there! -edit- Seems Like I misunderstood your question. My apologies for that. Instead, Chris has answered you correctly, below! -
I've always wanted that blue nose cap to become black and match with the rest of my parts! Thank you for taking your time to do this!
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Shuttles are the (unofficial) mascot of KSP 0.90.0! Great job there.
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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 personally disagree. IMHO, I prefer having these limitations in a whole (if it's there for one chute, then it should be there for all chutes), than being able to pack a few chutes, but not some others, without apparent explanation. That one makes less sense for me. At the same time, I consider this a minor issue, and maybe it should be left for the user's choice. For example, I can simply force myself not to pack any chutes until I have unlocked the proper building. Again, just my humble opinion. -
@Liowen: That's amazing! So shiny.
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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
Got it. Genius! Thanks for clarifying, and for making a smart mod. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
The option for automatic stuff is unmarked. So, I don't understand what others are complaining about "having to click 'arm'". :S -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Ninja'd. Speking of which, I'm not sure if I'm doing something wrong, but even when I set it to arm manually, I never had to press the "arm" button here. Staging automatically arms and deploys the chute at it's time. Am I alone in this? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
You can punch an option in-game and make them automatically arm. On the KSC scene, look at the top right corner; there should be a parachute icon over there. The rest is pretty intuitive. -
Christmas is warm here as well. I don't know how do we explain Santa's warm clothes and chimneys to children every year, but we do seem to still have their trust. The plan is working! >: D Merry soon-to-be-christmas from Brazil.
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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
Hi, and welcome to the forums, kl0buk. According to the Official KW Rocketry Mod Thread, by the time of this post, that mod hasn't been updated to 0.90.0 yet. While Station Science has been updated, I would throw a guess and say the problem isn't on Station Science, but on KW Rocketry. In any case, logs can answer that better than anyone. I highly encourage you to post them when reporting a bug. -
It would, but then he wouldn't be doing his job of educating people to search before asking. The more we "choose the easier path" and just answer 'yes' or 'no', more people will be asking things, looking for the "easy" answer, while the other path(searching before asking) could actually be easier and faster.
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How to add custom categories ?
Kowgan replied to Shinsaka's topic in KSP1 C# Plugin Development Help and Support
Welp. That's unfortunate. But anyway, thanks for clarifying, Chris. -
How to add custom categories ?
Kowgan replied to Shinsaka's topic in KSP1 C# Plugin Development Help and Support
I, too, would like to know this. The feature is very interesting, and would be awesome to have that available for more mods, or even for personal user customization. I think it is possible to do that by reading KSP Stock data (if we're allowed to do that), looking for how they created the original categories. Once that's discovered, if you can replicate that, you can easily create something to edit that in-game, and use ModuleManager patches to edit each part's category, behind the curtains. -
0.9 building already upgraded? bug?
Kowgan replied to d4rkpow3r's topic in KSP1 Technical Support (PC, unmodded installs)
I don't think buildings were upgradeable since 0.9. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Bingo! That's exactly the file I found at your github, and that's exactly when I got stuck. C# is too much for me; All I can do is make a few patches in ModuleManager, haha. That said, this feature is one of the most attention-attracting for this update! You sure did it great, Chris, and I'd like to be able to customize the rest of my "Function" filter. That stock customizable section on the advanced view isn't very attractive. :( Anyway, I'll wait for that possibly-upcoming mod from Shinsaka! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
Chris, I come here to say Thank you very much for this mod. I've been avoiding it for so long, thinking it wasn't exactly what I was looking for. Turns out it's way better than I expected! So, again, your effort is much appreciated. Thank you so much. -
@Sarbian: Thank you very much, that was very clarifying. @CardBoardBoxProessor: I think Sarbian does, although it's not said in the OP. -edit- Sarbian, I noticed you've packed two files into the last dev builds. The complete mod and the MJ dll. Does that mean the only modified file is that DLL, and if we're updating, we don't need to replace the whole folder - but instead, only that single file? Again, your effort is much appreciated. I won't ever get tired of saying this.