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Everything posted by Flow
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Still, "Weltraumfahrzeugträger" is kind of a hilarious naming in its oddity. The problem with the German way of creating new words by connecting old ones is that sometimes the created words don't really make sense anymore. For example, "Weltraum" means space (literally, "World-Room"), Fahrzeug means vehicle (literally, "Drive-Thing") and "Träger" just means carrier (even literally). But if you combine these words it gets comical, since one can't "drive" in space, and it's not necessary to "carry" anything since there is no weight. @Kuzzter: It's not that complicated to slip in some russian influence, you could just transscribe some English words into cyrillic or use Russian words with the latin alphabet. For example, "Kerbfleet" would look like "Кэрбфлит" (also considering the pronunciation), the Russian word for "Hello" would be "Privjet"(pronounce like "pree-vyat") or "Sdravstvuj" (pronounce like "Strust-voo-y").
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Hi linuxgurugamer, thanks for taking care of this mod. As I said before, it would be great to fix the issue with the right-click menu vanishing by changing the order of the modules in the part.cfg files of the Mk2 Crewed Lab and the Firespitter ScienceCrewFuselage.
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Hi everyone, I too have the issue that I don't get a button in the toolbar. I deleted the Docking Port Alignment Indicator, but it still doesn't work. Berlin, I don't know if that error is 1.0.5-related, but it obviously already occurred to others when 1.0.5 wasn't even out yet. Why don't you check it out and post the outcome here? PrivateFlip: I can toggle the docking port in the VAB to be the mission port, however the rm2-button is not in the toolbar when I load the vessel onto the launch pad and I also don't get the "Track Mission" option in the right-click menu when I click the docking port. During the loading procedure, this warning shows up in the log file: [QUOTE][WRN 21:26:20.246] [Part]: PartModule indexing mismatch at dockingPort2, index 2. Node 'ModuleDockingNodeNamed' found in loaded data, but 'RMMModule' is defined in prefab. Looking for ModuleDockingNodeNamed in other indices... [WRN 21:26:20.247] ...no ModuleDockingNodeNamed module found on part definition. Skipping...[/QUOTE] Maybe you can get some information from this. I also searched for any other warnings or exceptions concerning Routine Mission Manager or the RMMModule in the log file, but anything else seems to load just fine.
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[quote name='Starhawk']Senatus Populus que... Ker...? Happy landings! [SIZE=1]Hail the Empire![/SIZE][/QUOTE] Senatus Populusque Kerbalis...Kerbalus...Kerbalensis? (I'd prefer one that ends on -is, because then it could be the same ending for male and female and feelings won't get hurt or anything)
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Thanks for this awesome read, Kuzzter (and also for DOB again). Brake your mast and sheets, and may you always have a handswith of water under your keel!
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Cicero certissime dixisset "Quam latine!" Although for you, shouldn't it be more like "Status Q"?
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Came to me a while ago, and I've secretly been hoping all the while that something more or less fatal would happen to Mort, just so that I could go get this one out of the closet
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I suppose you are poking him to test for...rigor mortis? ( -->*takes off sunglasses* YEEEEAAAAHHHHHH...)
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So Mort's putting Val on the witness stand to proof she's part of a conspirazy that basically everyone except himself, Bob and Tedus could also be, and probably is, involved in? Oh, I've got a bad feeling about this... (happily continuing with the Star Wars references smjjames just started) ...
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Hi everyone. I got the same issue on a Mk2 Crewed Lab, and I did some digging and found an old entry in the FASA thread (http://forum.kerbalspaceprogram.com/threads/24867-1-0-4-FASA-End-of-line?p=1273067&highlight=pjf#post1273067). Apparently, you have to change the order of the modules in the Crewed Lab's cfg file, since there is a ModuleScienceExperiment on top, but the ModuleScienceLab thinks there is a ModuleScienceContainer (since the containerModuleIndex=0). So you have to move the ModuleScienceContainer to the top so that it is the first module. Already tried the fix, seems to work. Hope it works for everyone else, too.
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Sub-Folders in VAB/SPH Craft Load Window
Flow replied to Flow's topic in KSP1 Suggestions & Development Discussion
I always thought the in-game dialog a bit clumsy. AFAIK they'll overhaul the UI, so maybe this dialog will also be improved. Right now I'd prefer the OS dialog, but I guess that might be a problem when KSP is running in fullscreen mode. Maybe there's a mod for this already? -
​Hi fellow Kerbonauts! Lots of times I find myself tediously scrolling up and down in the craft list when loading something into the VAB or SPH. My idea: It would be great to be able to sort your craft files into certain sub-folders. You could either sort them by function (similar to what is already implemented for subassemblies) or maybe by mission (e.g. having all the single vessels for a multi-launch Duna mission in one folder). What do you say? Or does anyone have another idea how to make the craft list more clearly arranged?
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Well done, sounds like a dinosaurs' name, Urgone0009 !
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Ooh, I didn't notice that on the vehicle. Well then, I hope Bill knows how to refine purple ore.
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The M7 Lander looks great, Bill truly is a genius. But achieving a cool enough Eve entry to avoid turning it into the M7 White-Hot-Glowing-Lava-Ball might turn out to be krakening difficult. Or will it use powered landing? Looking forward to new pages already! Edit: I realised I actually like "M7 Lavaball"
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Flow replied to Tiberion's topic in KSP1 Mod Releases
Hi everybody, I noticed some unexpected vehicle rotation when using the Basic Bertha Mini Quad in orbit. The RCS Build Aid mod (http://forum.kerbalspaceprogram.com/threads/35996-1-0-2-RCS-Build-Aid-v0-7-2) shows that the engine introduces a clockwise rotation to the forward thrust. (Easy to reproduce: Just attach a small tank and the Mini Quad to a probe core and look at the vehicle with the RCS Build Aid, switch the upper button in the mod ui from "translation" to "engines", you should see a green arrow and a red circle). Is this just a problem I get, or is there something wrong with for example the engine's alignment? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Flow replied to Tiberion's topic in KSP1 Mod Releases
Thanks for your reply! The connection issue isn't that big a problem anyway, but thanks for making that clear! About the MJ for all thing: I was just wondering whether there was any known specific issue. I've tested my ships for any kind of combination (MechJeb with or without the additional script, even with the black and white pod, respectively) and the issue seems to be completely random. One time it works, the next one it doesn't. I even went so far as to blame other mods (like ScanSat), but that also didn't prove to be true. If I eventually stumble over a reason I'll let you know, but for now please don't waste your time over it Oh and thanks linuxgurugamer for the update heads-up. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Flow replied to Tiberion's topic in KSP1 Mod Releases
When assembling an Orion CTV, I usually have difficulties with properly connecting the single parts. If, for example, I want to put the heatshield onto the pod (which is the root part, btw), it always jumps between transparent (as an unattached part would look like) and green (as attached parts would look like). I have to click at exactly the right time in order to properly connect the two parts, which is kind of annoying. Also, are there any issues known with MechJeb and Engineer for all? I already have unlocked a lot ot tech nodes, but after loading the ship on the launchpad, the MechJeb-window shows all the unlocked modules for a short time, then jumps back to showing just the basic modules (the ones you have available right from the start) and tells me I'd have to unlock the other modules in R&D first. I don't get that kind of issue on any other command pod that I tried, but on the other hand I don't have any idea which kind of problem with either the Odin pod or the MechJeb and Engineer for all cfg-file would cause that. -
FIX: Dock / Undocking Bug in 0.23.5
Flow replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Thank you Claw for that Workaround - the quick and dirty method worked for me. At first I thought it was a KJR issue (I had to reinstall 3.1.1 a couple of weeks ago and forgot to add the dev dll) but after I installed 3.1.2 the issue persisted. It seemed as if only one module of my Space Station was "infected", so I sent up a new Science Lab, docked it with the old one, transferred all my crew to the new Lab, then used your workaround to undock both the old Science Lab from the rest of the station and the new Science Lab from the old one, then deorbited the old one and happily watched it burn up on reentry. After that I discovered I have still the same bug with the new Lab. Some ports on the Station are working, others are not. It's definitely not KJR-related. The fix works, but I don't want to tamper with the quicksave every time I have to undock a ship. This bug is really sucking a lot of fun out of the game. -
Can't Undock Bug, How To Fix
Flow replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
Thank you Claw for that Workaround - the quick and dirty method worked for me. At first I thought it was a KJR issue (I had to reinstall 3.1.1 a couple of weeks ago and forgot to add the dev dll) but after I installed 3.1.2 the issue persisted. It seemed as if only one module of my Space Station was "infected", so I sent up a new Science Lab, docked it with the old one, transferred all my crew to the new Lab, then used your workaround to undock both the old Science Lab from the rest of the station and the new Science Lab from the old one, then deorbited the old one and happily watched it burn up on reentry. Now I'll just wait if the problem reoccurs with the new Lab. Crossing my fingers. Edit: Nope, still the same bug with the new Lab. Some ports on the Station are working, others are not. It's definitely not KJR-related. The fix works, but I don't want to tamper with the quicksave every time I have to undock a ship. This bug is really sucking a lot of fun out of the game. -
Hello N3h3mia, I don't know if anybody else gets this bug, but sometimes when starting KSP the loading process gets stuck at CCF_Experiment/NE_CCFE. Doesn't happen every time, but maybe 2 out of 3. Gets stuck and just shows the loading screen forever. Could it be there's something broken in the part.cfg file?
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[1.02] KW Rocketry v2.7 Available - 1.02 Compatibility! - 16/05/2015
Flow replied to Kickasskyle's topic in KSP1 Mod Releases
Edit: The problem I had seems to be something much more substantial, as there are also graphic glitches and all that. Bug doesn't seem to have much to do with KW Rocketry. Sorry for wasting your time