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Everything posted by garithmar
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[WIP][1.8.x] KabinKraziness (v0.4.7) 9th Feb 2020
garithmar replied to JPLRepo's topic in KSP1 Mod Development
This mod is great just downloaded it and makes the game just that much more difficult which i enjoy. I play with the alcor command pod and it has a panel that shows very nearly all the info this mod messes with. Would it be possible to add controls to IVA in command pods? auto temp control, pressure, humidity, massage chairs, and of course a radio or music player of sorts. -
You have your throttle controlled avionics on. I have done that before, took me a bit to figure out what was doing it.
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hmm that was it but heres another with it recreated https://www.dropbox.com/s/0txcjoxtj5agppz/output_log.txt?dl=0 Heres a pic of some of the errors happening during the time though i imagine the output log will show these. https://www.dropbox.com/s/6ys2op9why6cjtd/Untitled.png?dl=0
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https://www.dropbox.com/s/0txcjoxtj5agppz/output_log.txt?dl=0 here is my log i have a fair few amount of mods.
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Nearly a saved game breaking bug. Tried launching a rocket with a nearly full hanger, i couldnt control anything when i got to the ship and it acted like no physics etc loaded. when i went to space center one of the hanger ships was recoverable above the ship as well as the ship itself.
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Might want to switch the models to dds. I used dds loader to do it myself but always nice to have it done with the download for everyone. - - - Updated - - - I realy need to just make an account for github and put the stuff there.... sigh
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the fairing hanger idea i fixed by simply using an actual hanger since i wanted to deploy 6 satellites but not all at once. Also might want to switch all of the mining harvesters and converters to ore instead of rock since it seems to be the flavor of all the mods with vanilla ksp using it now. Otherwise I've played a few hours now and you did a great job at getting these all up to date, little to no problems. - - - Updated - - - use the largest hanger for ground use and put 30 kerbals in it with aerial lights flashing all colors.... awesome rave kerbal style. kerbals start sorta dancing when you walk them into the large ground hanger and will get stuck. Easy fix just simply activate there eva mono pack and they will be able to move while dancing.
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Fairing Hanger Love this device especially how you use the fairing as the item inside before launch therefore you can transfer crew and supplies to it beforehand. Gotta remember to deploy at least one remote tech antenna when I save my satellite design now but still a far better option then lugging a 600 part rocket to duna and getting all that lag. The hanger though can get a tad oversized but thats just probably because i havent used my imagination to fill it. No problems so far though it would be nice to have a normal hanger with the exact same mesh and design though perhaps a stripe or lights or something to identify it. Spaceport is it possible to get a right click menu on the hangers to dock with them? having to switch to the hanger to activate it can get laggy with the larger ships. rastorprop doesnt load for the hangers. The Advanced inflatable hanger doesnt seem to have the resource transfer or crew transfer option before launch. just played for an hour so didnt get everything looked at, though i love the engines you put in the mod they work fine.
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I miss this mod, its one of the primary mods i used back in 0.90. Anything I can do to help just let me know.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
garithmar replied to benjee10's topic in KSP1 Mod Releases
I'm getting engine exhaust effects on the ground from the ranger engines even when they are offline any help on that one? For fixing the Rastorprop problem just add to the cfg MODULE { name = RasterPropMonitorComputer } and to fix the rangers engines from not showing up just change the TechRequired to TechRequired = experimentalAerodynamics As far as the engine fx issue anyone have any ideas or has this happened with anyone else? -
I would recommend getting rid of the efficiency bonus all together and going with the actual numbers. Downside is that you will have to do them manualy though at less numbers. Upside is it will show the correct numbers in the vab/sph. Something that would make more sense and be easier is all the processes a single process. given real life and gameplay all of the conversions are one process, growing plants or in a fast paced space scenario algae or some such thing.
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Thanks wombat that does show the right numbers. Anyway for the correct numbers to show before flight in the build editor? As for the food production issue using waste and waste water together along with sunlight can produce viable growing medium for plants on a very long timeline. Usualy these things have to be sanitized slightly but it works great for farms around the world. For now I think i will set the numbers in the cfg's without the efficiency bonus that way it will show up in the vab/sph. Will that hinder TAC from modifying the values or does that have to do with something else?
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LLL - Lack Luster Labs - Development Thread
garithmar replied to Lack's topic in KSP1 Mod Development
I love this mod, I've been making massive ships with it for some time. A few things I've noticed not sure if its just me but the size of your life support for TAC suggests it should have a large amount of supplies that and the values are a bit wonky. Ie not all same amount of days life support. I modified the cfg for it to give it x2 the large TAC supplies and since its still very large I added the Carbon Filter and waste water filter to it. Seems to work miracles on really long voyages (ie my Eeloo mission still ongoing Day 942). A good tradeoff since its just a bit bigger in mass of the TAC parts combined. If you could add a science lab to the LLL stuff in the 2x1 form or such I could finally feel complete too. Other then those two things your mod is the basis for nearly 80% of my ships, cuz round rockets aren't Obtuse enough for me.