-
Posts
794 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Speadge
-
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Speadge replied to Galileo's topic in KSP1 Mod Releases
Since we all know how much Ber... eh Galileo likes Screenshots: http://imgur.com/a/GjMmg- 1,019 replies
-
- 2
-
-
- kopernicus
- svt
-
(and 2 more)
Tagged with:
-
donno what we still are arguing about.. Im stuck on wondering how it might have come THAT some language has this meaning for "kurvy" :-/ Just something to think about...
-
so the flickering lines in kopernicus are really cause of the GeeASL change like thomas assumed? ok, hope he can fix that then.
-
well, thats no answer i am using the mouse on IVA all the time to turn the head to the controls or to zoom in. Also i have to use it to look slightly up / down. so it would be neat if the kerbal turns right, when i turn right with my view, like in every 1st person game. nope, not sure. might have tested it with my old install, since i paused to wait for 1.2.1 and havent got an update-notice on launch Anyway turing by mouse would make it perfect. Yep, thats what i was looking for. since its very hard to fly by navball in IVA anyway, it would be great to be able to lock orientation pro- / retrograde somehow... and use the other "hold"-modes. Currently, i have to use mapview to change the modes. Thanks for your help
-
yeah, there should be an "electro-meter" that deploy solarpanels when i have forgotton to do so... again.... or at least stop timewarp and warn me
-
any idea why it doesnt seem to load SVE in MY 1.2.1 install? tried multiple downloads and since galileo said it is working, i wonder what i could have done wrong. just copied all my mods from 1.2 to 1.2.1. As said, updated all parts of SVE, if possible Edit: yeah, no logs attached cause i wanted to have further feedback if it is working or not - dont want to waste s.o. time digging with my logs EDIT2: doesnt load EVE-config as well Edit3: cant open alt-0 Config.... donno whats broken here. other mods working well 4000+ patches via module manager, scatterer also working fine ----- ok, absolute no clue why this isnt working... Help please. complete clean steam download + eve basic config and mod Ksp.log output.log screenshot Edit 4: downloaded it AGAIN. seems 2 work in the clean install now -.- found it: was an old clouds.cfg from "poods OPM-VO". Somehow it didnt matter before
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Speadge replied to rbray89's topic in KSP1 Mod Releases
thanks. but i was using waz' forks on github anyway :-/ -
what kind of answer do u expect?
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Speadge replied to rbray89's topic in KSP1 Mod Releases
any idea why it doesnt seem to load SVE in MY 1.2.1 install? tried multiple downloads and since galileo said it is working, i wonder what i could have done wrong. just copied all my mods from 1.2 to 1.2.1. As said, updated all parts of SVE, if possible Edit: yeah, no logs attached cause i wanted to have further feedback if it is working or not - dont want to waste s.o. time digging with my logs -
well, a spacecraft has a built-in altimeter (even a radar~) - so it should be easiest to use this as a trigger
-
yeah, nice feedback... buuuuuuuttt: Altimeter is usefull for ascend as well, which is why its fits better in the control / utility tab instead of "surviving an ascend". i.e. retracting landing gear on ascend. Edit: figured out u r speaking bout tech-tree progression - anyway "surviivability" doesnt fit IMHO. Edit2: altimeter should stick together with proximity sensor, since both are measuring a distance.
-
check if "advanced tweakables" is turned on in the options menu
-
@RYU AZUKU99 ----- localization of the game, not the commuity. usually most games localized have an english community - simple for keeping things "together" i.e. mods
-
it becomes a "member" when u return that kerbal. It did work with the flag, cause the game might have checked "IF A FLAG" was planted, not "IF A KERBAL" did it. the latter is what is checked in ur Eve-contract. so one is checking "is flag planted?" and the other checked "is kerbal on surface?", which might be false, since its not a crewmember yet.
-
it takes ur current position & orbital speed. so when u can increase ur orbital speed from launchpad to transfer velocity into the direction of the marker and dont care bout atmospherical dV loss - u can use it from launchpad... but it would be really stupid
-
decoupler does not separate crafts
Speadge replied to kurja's topic in KSP1 Technical Support (PC, unmodded installs)
there is a mod, called "kaboom" - it lets u basically blow up any part u wish to. sounds kinda cheaty, but sometimes lets u deal with some bugs or common mistakes edit: for the lazy ones: -
decoupler does not separate crafts
Speadge replied to kurja's topic in KSP1 Technical Support (PC, unmodded installs)
perhaps u attached it to the "wrong" internal node of the fairing? happened to me before