Jump to content

selfish_meme

Members
  • Posts

    3,059
  • Joined

  • Last visited

Everything posted by selfish_meme

  1. One of the fixes I tried was changing the RSSKopernicus earth.cfg Atmosphere to maxAltitude = 70000.0 So in the tracking station it shows Atmos. Height 49,000m now setting ExperimentalAtmosScale to 1 from 2 fixed it So should changing the planet names in clouds.cfg work for EVE and SVE, or is it more complicated?
  2. Both versions have the same issue, like I said it looks like a scaling issue, nothing major
  3. I already did, i went back to the included to make sure it wasn't the newer DLL, I didn't overwrite your files just replaced DLL
  4. Does not happen in stock @blackrack could probably tell you what it is, it might be an OpenGL issue, I am running Linux, see wireframe here Without
  5. I am sorry, should I remove it? Meta, I am orbiting over myself!
  6. This is looking really good, I love the planet textures, can't wait for cloud support. I am having the same issues as others, the atmosphere for Kerbin is set at 140km affecting warp I have not seen this issue mentioned, scatterer puts a ring outside the atmosphere, if you check the wireframe it is following that, I think it's just a scale issue. Picture in spoiler
  7. Added all the new content to the frontpage, Welcome progress!
  8. Truthfully @sgt_flyer is responsible for most of it, he is the brains. Good picks there are some interesting craft here
  9. The mod of no-offser limits is not going to update it, he gave permission to incorporate it into EER, if you have an issue you should telll @linuxgurugamer
  10. His changes were incorporated into stock, the next set probably will be too. Are you doing full scale or Kerbal Scale, just the tank diameter waa 8 metres, at least at Kerbal scale it is down to 5 and the boosters around 2.5m. It says on wikipedia 5 ssme's or 5 or 6 RS68's
  11. OK so we are live with all components up to Destiny, big milestone, much rejoicing. There is still a bit to finish, mostly it is assembling payloads into craft files, the components themselves are ready to go. Also to test how far it can be built until it blows up Please test and let us know if you have any problems, we all play a bit differently. Just a note for those who use MechJeb, probably don't, everything works better manually with just SAS engaged except where it is explicitly stated to use Prograde Hold or some other mode.
  12. I talked about it in the ISS thread, I was thinking of using it for the trailer video, should be awesome to see a Kerbal scale ISS over a Kerbal sized earth.
  13. How about some docking port pylons and a tender cart for moving planes around?
  14. Believe it or not we were working on that shuttle for months (not full time) from 1.05 and into 1.1.x, it was while we were building it that we decided to build the ISS!
  15. I just loaded a 1032 part ISS into orbit, I don't know what frame rate I was getting but it worked.
  16. Exciting stuff! The Space shuttle is released and also the Endeavour STS-88 version. You can now dock Unity to Zarya. Using the Canadarm takes a bit of practice and patience, I have got it undocked and docked, but watch @sgt_flyer's videos and you will get the hang of it. Uploading the shuttle re-entry video now.
  17. better than it shooting a kilometre up in the air like in 1.05
  18. Does it suffer from the physics loading thing when you approach it from a distance?
  19. it's brilliant, but I know it's going to take me three times longer, good we put the lights in!
  20. If you don't have the mod they just appear stock, much like KerbPaint. I know you can just replace the fairing textures manually yourself, just find the texture file, open it with a dds editor, change it and re-save, it will show up in game.
  21. Uh..hrg...mmm yes my youtube channel, it needs some plugging...lol This is the mod but it's pretty fiddly I'm trying to convince @RoverDude to make it part of Firespitter
×
×
  • Create New...