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Theysen

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Everything posted by Theysen

  1. Persistent Rotation can help you do so
  2. Publish a major popular mod (which might be the base for many other mods) and wait. I bet you a good amount of money you will sooner or later come to such measures.
  3. @Shadowmage you should somehow sticky this in the OP or wherever but since most people don't read that maybe change the download folder name ?
  4. Looking at Nertea's stuff I wish people start considering him to give a new artpass to the whole stock parts.
  5. @Jabbman good good, let the realism flow!
  6. I have to admit, this planet pack got me playing "stock" again for 1.2 after I successfully lurked the entire development in this thread here. I'd love to give some feedback / personal impressions I came across so far. - Would you want to possibly rotate the Gaiel Launch Complex? For mostly eastwards launches you always go over the VAB / Astronaut Complex, etc. making it very unsafe in real life *if* something went wrong on launch. - The scatterer setting son Gaiel have the view offset to the Kerbin -0.012 on the lowest point resulting in a wide blue band on the horizon (probably not visible with SVE enabled, I had this "issue" in RSS as well and just put a 0 back in there and it looked smooth again. OPTIONAL: I really dig the lower, brownish light Cero emits, just for a heads up, which values do I need to edit in the Kopernicus configs for Cero to be a little brighter emissionwise? The Intensity or color as well? Really, really astonishing work. It feels so good playing on those planets and the stock system feeling somehow keeps intact. Squad, swap please
  7. You might find better help in the according thread of CKAN. Seeing Engine Lighting as a mod in your log I'd doubt this interferes with anything inside SVE so you better look at the thread I linked above
  8. Everybody going for a bit of real craft building should use KJR by default. It doesn't squeeze performance even on the biggest contraptions and has no funny interactions like rigid attachment on radial decouplers and srbs (hint: the booster loses attachment and flies away at the very first time pitch momentum is induced, lol). Plus it sometimes requires a simple strut on boosters for example which makes them look quite realistic - unless using SSTU's RBDC which is boss, of course
  9. Heya, quick question. I've been fiddling around with Zero-boiloff tanks lately and as much as I try, on highest warp levels it still boils off although there is enough EC and genration. Or is Zero-boiloff not exactly zero over a long time? Thanks in advance
  10. @Astronomer @ockidj You better take feature requests or support stuff over to the current EVE thread as @Waz stated above, not sure if he is still looking in here
  11. NathanKell stepped in a few times in the past before Ven reappeared to fix some issues on engine models. That was it besides some information about general lack of motivation at the moment. So don't expect too much right now.
  12. Comes time comes updates unless we don't have a RSS version for 1.2 we don't need to bother with rve since scatterer introduced some changes there is quite a bit of adaption needed. When there is a testingbed with RSS I see if my configs are easy to update as well and share them again
  13. Time zone as such is difficult to adapt as KSP/RSS uses universal time and so UTC applies to all regions. What a mod could establish is defining the timezones in a config file based on coordinates and then overwrite the KSP clock to show the correct UTC+/- X hours. But iirc at the moment UTC is paired with the Cape's local time which is completely off, yes. This might be because KSP needs a set location to start the save with.
  14. Check the Settings and Tick the Box with auohide navball or something like this
  15. Thank you, I was just on the hunt to see if the other time warp mods were up to date. Very nice work!
  16. Try out principia mod and have fun in those Lagrange points
  17. Expect it towards *their* evening like last time, they have another Release Party with a stream and so on.
  18. Yes, if you are really ambitious you can place the parts into the RP-0 tech tree if you want to play with them. They're not added into there yet
  19. This looks very useful. Thank you! @Laie something for your Mars endevours?
  20. Put RO dependant questions over in the RO Thead please afaik all SSTU engines have correct configs and correct scale. If there is some odd sizes report them there
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