QuakeIV
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Everything posted by QuakeIV
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Would you be against a rebalance (increase) of the science rewards? As it stands they kindof wind up feeling like a waste of time because at least for me by the time I have launched such a huge station I have already unlocked more than 1000 science and an additional 50 from plant growth or whatever feels like virtually no progress, let alone being worth the investment. Admittedly, the fuel science modules might wind up allowing the station to generate a lot more value and go some ways to fixing the problem on their own. I could go through the list of experiments and make a PR accordingly if you are not opposed to considering such an idea.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
QuakeIV replied to Galileo's topic in KSP1 Mod Releases
I have yet to see the mun look like the screenshot that galileo has been pointing to, am I missing something? Does it disable itself if you are missing some kind of graphics card feature?- 1,019 replies
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Does this run okay on 1.9? I would test myself but its not installed for me right now, trying to put a mod pack together for coworker.
- 1,032 replies
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- realism
- life support
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what are the odds that i would check on this so soon after someone saying its being worked on
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
So eh, any status on the old WOLF thing? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
so how is that WOLF thing going? -
[1.12.x] Near Future Technologies (September 6)
QuakeIV replied to Nertea's topic in KSP1 Mod Releases
https://www.youtube.com/watch?v=5qXd5FHgIPQ -
[1.12.x] Near Future Technologies (September 6)
QuakeIV replied to Nertea's topic in KSP1 Mod Releases
I can confirm this as well. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
I uncommented the functional code for the Reload Contracts button, and it appears to work fine. Is there some reason why this was disabled and labeled as broken?- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
@nightingale Additionally, if you dont really have time right now, I am a software engineer by trade, so if you could point me to the right code and give me a few hints at whats going wrong, I would happily make an attempt at fixing it on my own time.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
QuakeIV replied to nightingale's topic in KSP1 Mod Releases
Any chance the debug reload contracts button will get fixed? I have a pretty big modpack that requires around five to ten minutes to load, so I can't really make contracts for it if I can't load in contract changes while already ingame.- 5,201 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
That did the trick, thanks a bunch. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
Still a tourist, its edited to within 23m, and it even triggered a rendesvouz event. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the replies so far. I have adjusted the settings using the green cube, and the kerbonaut was still stuck as a tourist. I checked the save data and isGrouchy was set to false. I am unsure of what has gone wrong. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
QuakeIV replied to RoverDude's topic in KSP1 Mod Releases
I cant seem to disable the habitation effects. I have set both Homesickness and NoEVA settings to 0 for normal kerbals and veterans in the config files "C:\Users\Matthew Adler\Desktop\Desktop Programs\KSP 1.3.1\GameData\UmbraSpaceIndustries\MKS\Patches\USI-LS.cfg" and "C:\Users\Matthew Adler\Desktop\Desktop Programs\KSP 1.3.1\GameData\UmbraSpaceIndustries\LifeSupport\Settings.cfg". My kerbal in space however still cannot gain the ability to pilot their vessel, they are stuck as a tourist. I save edited the grouchy flag to false but it just reset itself to true again as soon as I loaded up the game. What gives? -
A (I would guess) minor request, could you add a way to disable the Habitation timer in the window that displays colony status? I suppose in general controlling which timers show up in that window would be nice. I don't particularly care for the habitation feature and would like to be able to trim the status window down since I don't use it.
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Would you be receptive to a new nuke particle effect? I might be able to produce something fancy and nukelike in nature but I wanted to check if you were willing to look at effects submissions before I tried to do anything (first post says you do most of the work).
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
QuakeIV replied to erendrake's topic in KSP1 Mod Releases
e: Pretty dry, but the quality would go down even more if I edited it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
QuakeIV replied to erendrake's topic in KSP1 Mod Releases
I have read that article in the past, it didnt really help. That being said, if what you just described works then I shall worship you for all eternity. And probably post a cool video of my thing working. e: This would save me much time, do the inbuilt scalar projections produce signed output? e2: Nix that, I went back in and misread the documentation. Looks like ill be using dot product. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
QuakeIV replied to erendrake's topic in KSP1 Mod Releases
I mean like, why does lock steering break when you feed it an absolute direction, for instance. If you just say: lock steering to R(0,0,-90). It will break lock steering. No roll will occur. It doesn't know what to align to for some reason. This is an issue because in my case I kinda want to dock (in a manner of speaking), and if I cant align my RCS thrusters to velocity components then it will be pretty much impossible to do anything useful with them if I'm using linear thrust. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
QuakeIV replied to erendrake's topic in KSP1 Mod Releases
Beats me, post your code perhaps? I'm still confused about orienation myself. I can do gravity turns, but thats about it. There doesn't seem to be any absolute rotation reference frame somehow. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
QuakeIV replied to erendrake's topic in KSP1 Mod Releases
Can someone explain to me what the reference frame for rotation is? The game seems to have issues for me if I try to just enter some absolute direction to face in, at times anyways. Especially if I am trying to control roll, sometimes it just spazzes out entirely in that case.