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KSP2 Release Notes
Everything posted by Starseeker
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Starseeker replied to Paul Kingtiger's topic in KSP1 Mod Releases
Ye, I've seen that part shown before, and it looks real good! I was talking about a 1.875m cylindrical fairing though; I remember someone saying something about it being worked on, so I was answering derega's question And thanks for all the work you've done on this mod! Your modeling work is always top-notch!- 1,553 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Starseeker replied to Paul Kingtiger's topic in KSP1 Mod Releases
It's not in the mod, but iirc it was coming up- 1,553 replies
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Something that'd be neat to see is a mod that blurs out the surface of bodies in map view based on their distance from Kerbin (and completely greys out the unobservable parts of bodies, like the far side of the Mun), and SCANSat visual scans make the map view more detailed. (Sorry if that's a bit off-topic ^^;)
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Question: can decals render on top of other decals? E.g. a blank number/letter plate decal, and then one of the upcoming custom-text decals on top of it
- 408 replies
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- decals
- totm july 2020
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[1.12.5] Restock - Revamping KSP's art (August 28)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
Ah thanks! Though I just realized I must be using an old model for the Skipper, since I'm on 1.8.1, so what I'm seeing isn't the same ^^; -
v2.1; and that's strange, your kerbals seem a lot more well-behaved in that video than mine was. Though I *am* using the extended-height version of the crew access tower; that might have something to do with it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
Is there a list of what IRL engines the reworked engine models are based off of? I'm curious what some of them are, like the Skipper. And thanks for all the hard work y'all have done!!! -
Is there a way to adjust the speed of elevators on crew access towers? I tried using the Gemini crew access tower, but Jeb kept falling over in the elevator and quickly phased through it onto the ground.
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The bundled Firespitter version appears to be the one for 1.4.5, looking at the .version file.
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I'd started with that, and was adding in mods in small batches at a time, and hadn't encountered the problem. After adding around half my mods (and almost all of them that could conceivably be affecting the deltaV calculation code), I decided to add them all and work backwards, removing mods instead of adding them. Regardless, I found that the Basic Delta V mod by DMagic completely negates the issue, and since it's not a problem with this mod specifically, I think I'd call things good there. (Also, quite strange how the issue didn't occur until after a while of playing with all my mods, rather than right away)
- 2,260 replies
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Absolutely loving the new update! The parts look amazing (as Nertea's stuff always does), and the new scanning types open up so many possibilities! One small thing though: the dish-style low-res altimeter (R-3B) and wing-like high-res altimeter (SAR-C) feel like they should have attachment nodes on their undersides. Is this something to look to in a future release?
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...huh, well, I made a new install, and ended up copying all my mods over to it - and haven't had the broken-dV-readout issue yet. I think perhaps something may have been broken elsewhere in the install; in that case, I'll copy my saves folder elsewhere, then overwrite my main install with this one. No idea what actually happened, but hopefully that fixes it. EDIT: Well, the bug's back. Time to go hunting again.
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KER works fine for me in 1.8.1; it's the stock dV readout & burn timer that are messed up. I'll try running a minimal-mod 1.8.1 install later, and report back. As for specific launch bases: it seems to be the vast majority of them; however, I've found that the Mini Milkstool Launch Stand 1 is one that doesn't cause any issues.
- 2,260 replies
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Update on this: exiting to tracking station and reloading the now-in-orbit vessel fixes the dV readout issues, so it's not game-breaking.
- 2,260 replies
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It's the last part I'm putting on, and Kerbal Engineer's dV readouts don't change, so I don't think it's setting the root part to itself. Did a bit of experimenting, and found that the following NRE shows up in Player.log when I add one of the parts I have the issue with (the Redstone launch stand, specifically): Given the references to "VesselDeltaV", I'd assume that this is, at least in part, the cause of the problem. EDIT: Here's a link to a pastebin of the contents of Player.log from the point I loaded a vessel to do testing with, up through hitting "launch", loading, and pausing: https://pastebin.com/rQmzAzp0
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So, I've been playing w/ the 2.1 beta, and I've noticed an issue: whenever I use a launch stand, all my stages read as having 0 dV in the staging menu, and all the TWR, burn time, etc. information is blank. This persists even after launch (& removal of launchpad part from the craft), as well as into the VAB if "revert to VAB" is selected. Once in the VAB, the only way to fix the issue is to load a new craft file. Is this a known bug, and if so, what is the solution, if any?
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[1.12.5] Restock - Revamping KSP's art (August 28)
Starseeker replied to Nertea's topic in KSP1 Mod Releases
ReStock+ version -
Will the text decals have customizable text direction? E.g. have the letters aligned vertically rather than horizontally
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- totm july 2020
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Well, removing persistent rotation, keeping physics timewarp to 2x or lower, and messing around with some struts on the engine plate all seem to have worked together to solve the issue. I suspect it's something to do with ReStock or ReStock+, tbh; asked if anyone was having the same issue on that thread.