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Everything posted by Rodger
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Rodger replied to Kobymaru's topic in KSP1 Mod Releases
It will? It doesn't seem to work with blizzy's toolbar then- 986 replies
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- atmosphere
- trajectories
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All good! I suspect it might not even be that simple, as I tested out adding a new transform to a docking port part, facing backwards. I could then 'control from here' on the docking port and it pointed me in the correct backwards direction... except it didn't make a difference to my control orientation on undocking! I was still set to 'docking port forward', even though my control point transform was backwards. So I'd guess my idea for this mod wouldn't even solve my problem haha
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Would it be possible to add an option to invert the default control orientation of docking ports? I've had some issues with making a drone that docks to a rover, and since the drone's docking port is upside down, and it always defaults to controlling from the docking port on undock, launching the drone always has its control point pointing backwards. ModuleDockingNode has the ability to define a controlTransformName, but I don't think you can use a CONTROLPOINT node in that module. So just something that takes the default control point the docking port has, and inverts it, without needing to add in more game objects would work. Or letting ModuleAttitudeAdjuster target the default control point of a docking node, and then just set pitchMax to 180 would also work.
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Rodger replied to R-T-B's topic in KSP1 Mod Releases
And there was much rejoicing! (at least from me lol) -
Looks like the version file for this links to Science Alert, so it thinks there's an update. Edit: And the copy function doesn't seem to work currently. I set up a bunch of actions to toggle RCS axis modes, and tried to copy them to another identical RCS part, but no new actions were made. Nothing shows up at all in the logs when I attempt the copy action.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rodger replied to Galileo's topic in KSP1 Mod Releases
I started a new save after it started happening to me, and now I’m 5 years in to the new save with no crashes. Might be worth a try.- 7,372 replies
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- gpp
- kopernicus
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Rodger replied to Nertea's topic in KSP1 Mod Releases
Aww my LED strip trim lol -
[1.12.x] Filter Extensions (No localization)
Rodger replied to linuxgurugamer's topic in KSP1 Mod Releases
Finally worked out why my icons weren't working, 40x40 is too big despite what the FE wiki on github said. I've just edited the wiki (example subcategory page) to reflect the true requirements. -
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Rodger replied to Kobymaru's topic in KSP1 Mod Releases
Try focusing on the planet in map view, then zooming in. The trajectory overlay gets hidden when zoomed out.- 986 replies
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- atmosphere
- trajectories
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@Rallam259Try pressing the reset mode and snap keys button. Sometimes they just stop working, till you reset them. Then C or shift-C should cycle the snap angle, X and shift-X should cycle the symmetry amount. Alt-C should toggle snapping on/off, and alt-X should toggle between single/multiple symmetry.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Rodger replied to nightingale's topic in KSP1 Mod Releases
Got an error with this new version and kop 96: I noticed that the error screen title also said it was CC v1.30.5, as does the version file in the 1.31 download. Maybe this error is due to an incorrect version being packaged for release?- 5,225 replies
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In case anyone isn’t sure what this means, it allows you to have only your active craft make sound, while muting nearby craft. Really nice for flying around a mining station in orbit for eg! Thanks for implementing @ensou04!
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- 2
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- sound replacement
- plugin
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Rodger replied to TriggerAu's topic in KSP1 Mod Releases
I'm still getting crashes occasionally when using TWP, I've made an issue on the github with logs. -
I'm getting log spam while a PAW for any IR robotic part is open, in the editor or flight: ItemPrefab for control type 'UI_FloatEditEx' not found. The parts seem to work normally otherwise. Is this a known issue, or do I need to do a proper investigation? Edit: just tested with only IR installed, and it would seem I'm missing all the float edit fields in my main game (funny that). Eg Force, Acceleration, Max Speed, and Min and Max limits, all don't show up in my main game. And just adding in KSPCommunityFixes makes it start again. Not sure what side it needs to be fixed on though. Log in case it's useful: https://gist.github.com/Rodg88/a689bf8f53f445238d666bbfcb196e2c
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I definitely have a bunch of mods installed, but not kerbalism or KSPI. According to my MM configcache, the rtg was just using the stock ModuleGenerator module, and the solar panel used multiple stock ModuleDeployableSolarPanel with multiple suncatchers. I'll have another test with a light install and see if I can reproduce with stock parts. Edit: it's combining solar and rtg power with stock parts. So something about my modded install is confusing it. Edit two: @majaChecked the rover I originally noticed the issue with, and it looks like the power is getting combined correctly, but the average speed was being weird. Eg: See the left image, it has broken solar panels and is reporting less power, but it has a higher average speed.
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BDB has parts sorted into separate folders that contain everything for those parts, so you can delete the part folders you don't want pretty safely.
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Rodger replied to TriggerAu's topic in KSP1 Mod Releases
It doesn't seem like there's an in-game way to remove a separator. In 'configure resource settings' window, you can add them but no new entries show up in the list to represent them for sorting/removal purposes. I'd need to edit the settings cfg file to remove them. -
BDB literally has skylab parts, including working wet workshops https://spacedock.info/mod/442/Bluedog Design Burea
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This might help: https://spacedock.info/mod/1304/Slingshotter Reslung
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
They have all been probe types, based on the craft with the claw on them. And after they're auto-renamed, they are still probes. switching scene away form them and back does trigger a rename too. When I first discover the asteroids I collect, I rename them in the tracking station (just add the size class to the name), and when I right click the attached asteroids, in the title of the PAW they still retain my customized name. But my craft is still a probe type with a comet name. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
It's always been the Kopernicus spawner in my game. And yeah it seems to only be after a craft is attached. And then possibly a scene change? Not 100% on this one, I may have had the craft name change in-flight, the times it happened so far I wasn't looking out for when it happened, but I'll keep at eye out next time. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
This might be more due to the Kopurnicus asteroid spawner not handling comet-class asteroids, but the stock comet-renamer is constantly messing with my craft names. For eg: Deford 12, Sidble 6, and Wenvin 9 are all the same craft attached to the same asteroid, it keeps getting auto-renamed. It's an I-Class which in vanilla is a comet, but with kop it's basically just an E. So if this is more due to Kop, and not a vanilla bug I understand if it's "out of scope", but a way to disable the renaming could be a nice feature.