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KSP2 Release Notes
Everything posted by the_machemer
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
the_machemer replied to TriggerAu's topic in KSP1 Mod Releases
Hi. Does this still work with rescaled solar systems? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
the_machemer replied to TriggerAu's topic in KSP1 Mod Releases
Oh well its not a big hindrance, I'll mess around with the settings some more. Thanks for the fast response. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
the_machemer replied to TriggerAu's topic in KSP1 Mod Releases
Mine is at 10, just installed today. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
the_machemer replied to TriggerAu's topic in KSP1 Mod Releases
I'm having a problem where the window only shows one alarm at a time instead of expanding the size of the window to show all of them at once, requiring me to scroll thru the list. Is there a setting I can change or something to have it show all of the alarms? I'm on KSP 1.6 Thanks -
Do crafts labeled as debris get background simulated?
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Thanks guys, never would'a figured that one out on my own. As for modding mods, I guess it just comes down to one's own game purity/difficulty philosophy. I've been heavily spoiled by Skyrim modding and have become intolerant of even the slightest gameplay irritation. So personally, I've got no qualms.
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Is there some setting or files that can be deleted to make convert-o-trons vanilla?
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I can't seem to get landing gear to screech when I perform a gentle landing or even a hard landing, but if I come down way too hard and my plane disintegrates, I will often hear the landing gear screeching as they slide across the runway in all directions. Is there some sort of closing speed requirement or something that make the fx happen? I usually try to land as gently as IRL aircraft.
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Yeah same as what I did, guess it wasn't a noob question after all. Oh well, I just entered them all manually into the custom runway file so I'll be fine.
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Pardon the noob question but how exactly do you add the runways in the included file to NavUtilites? dropping it straight in the runways folder does nothing for me.
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Thanks for keeping this going. Can confirm that all engines other than resistojet still work with RealPlume Stock Config, so same as 1.2.
- 34 replies
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- stockalike
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
the_machemer replied to Ger_space's topic in KSP1 Mod Releases
I'm pretty sure I've got the latest kerbin side, its for 1.3.0 and I just downloaded it off the release page a week ago. There's no rush, the debug menu is keeping the bean counters in Administration happy -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
the_machemer replied to Ger_space's topic in KSP1 Mod Releases
So when I recover a vessel, it recovers from the KSC rather than the base and then adds the recovery factor from the base I was at on top of that. Here's the output_log, never provided a log before so hope I've done so correctly. https://www.dropbox.com/s/kjwrb738l6az2kr/output_log.txt?dl=0 -
Considering that Ser's first post after OP mentions that he fixed INS waypoint name display, I'm guessing that this is a feature not a bug. I've scoured all the NavUtilities files and haven't found anything that toggles this feature so I'm just wondering if I've missed something. I would attach an image but I don't know how and I'm out of the country using my phone as a hotspot so I don't wanna use up my very limited data. In fact I probably shouldn't be using it for troubleshooting mod niggles as is
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Well I've edited it for some other engines in the mod and stock game, and as far as I can tell it has the effect of proportionately reducing thrust in all atmospheric situations. In the editor, it also reflects my changes by displaying the new number that I've given it. In the case of the Kitty turboshaft, my edit of maxThrust has no effect what so ever and the editor still shows the original number. That is what I'm referring to.
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I edited maxThrust of the kitty turboshaft but it's still the same ingame. Other engines in the mod can still be edited. Am I missing something? There's only one Part.cfg as far as I can tell.
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I'm away from home and playing on my laptop which has less processing power than a grandfather clock, so I was wonder which things I need to get nothing but the science changes and science storage/transmission UI. Thanks
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
the_machemer replied to ferram4's topic in KSP1 Mod Releases
Sorry for the noob question, but how does one go about adding FAR's control surface/flap tweakables to other mod parts?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Wow, you bothered to fire up the game just to help an idiot who wasn't reading the planner carefully Many thanks!
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So regardless of whats going on, does the simulator accurately reflect in game results or is it hard to say without knowing whats happening? EDIT: the reason for this behavior seems to be the nuclear engines
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So does the simulator calculate shielding effectiveness based on the volume/mass of the entire craft? I have a craft with max shielding but can only survive 416 days interplanetary, but when I remove the tanks and engines (accounting for 85% craft mass), the simulator says 10 years interplanetary. Is this also how it is calculated in game or is it done pod by pod? Also, are waste/waste water containers mandatory? I have yet to receive a message saying that Jeb is up to his eyeballs in poop.
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
the_machemer replied to jrodriguez's topic in KSP1 Mod Releases
I have and didn't find anything, hence the post. I put it there so that juuuust maybe someone might have a useful tip for me in the future, but if not then so be it. I only just installed BDA last night after watching too many KSP combat videos so I'm not particularly attached to it.