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KSP2 Release Notes
Everything posted by Rodger
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The background also stays dark when selected, though the icon line art turns white as it should.
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[1.3.1] [EN | ES | DE] Action Group Manager Continued
Rodger replied to Alshain's topic in KSP1 Mod Releases
I'm getting an exception in-flight when I right-click on a command pod, then right click on empty space to close the pod's menu: Full log: https://www.dropbox.com/s/xtqfjemwvmotzas/KSPAGMC.log?dl=0 -
Having a minor icon issue - the science icon always has a very dark background. I had this back in at least 1.2.2 iirc... I've double checked the icon files in my install, and can't find anything weird there.
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Kerbal Construction Time/StageRecovery Dev Thread
Rodger replied to magico13's topic in KSP1 Mod Development
Would Stage Recovery be able to check chute parts that have built in decouplers to see which node decouples, for the VAB tool? Right now, any chute that has a decoupler gets a separate stage from what it's attached to in the stage preview window, so you can't see the recovery speed for the real full stage. Eg this chute's decoupler is on it's top node, but SR still counts the two parts as separate stages: -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Rodger replied to nightingale's topic in KSP1 Mod Releases
Yep, that version worked! And speaking of, I'm getting an error with the CE station contract too, unsure if related:- 5,225 replies
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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
Here it is, let me know if you wanted the unity player log too: https://www.dropbox.com/s/w69u6nq9jp3pqbj/sigmabugKSP.log.zip?dl=0 Also something else I've noticed, the option to disable the stock exploration contracts doesn't work perfectly. On a fresh save, go to CC settings and disable stock exploration and apply, then reload the KSC scene, and go to mission control. The world first contracts will be hidden from the 'all' tab, but one will still show up in the 'available' tab. If you accept it, it will be deleted on scene change. (you get to keep the advance lol)- 5,225 replies
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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
Does that dll have the sigma binary fix too? I tried it out in case it did, but it didn't fix the problem for me with the career evolution pack.- 5,225 replies
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There are a few errors in my logs to do with parsing different parts of the contracts. Here's my KSP.log: https://www.dropbox.com/s/d6v2e4hb6uwsinm/CEnotloadingKSP.log.zip?dl=0 And Player.log: https://www.dropbox.com/s/moy0i6ncclz1oje/CEnotloadingPlayer.log.zip?dl=0
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I just started a new career save and was going to try this pack out, but the contracts aren't showing up at all. The pack isn't even listed in the CC settings window, while the other pack I have (tourism) is... The CEContracts folder is in /GameData/ContractPacks, with CC 1.23.1 for KSP 1.3.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Rodger replied to RoverDude's topic in KSP1 Mod Releases
Is there a reason the KFD-200 2.5m torch drive's isp is lower than all the other torch drives? It seems to be 'off curve' with the others - the KFD-100 has 7500s, the 200 has 5000s, the 300 has 10000s, and the 500 has 12000. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rodger replied to K.Yeon's topic in KSP1 Mod Releases
I would really love a H/H-mounted inline docking port part, any plans for one? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rodger replied to K.Yeon's topic in KSP1 Mod Releases
It actually flys pretty nicely! Stock aero though. Also ReCoupler helped a lot, the 'saddle' crew sections actually connect back to the rear j-k adaptor. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Rodger replied to K.Yeon's topic in KSP1 Mod Releases
After installing OPT for the first time the other day, I gotta say I really love these parts! Here's my first OPT spaceplane, docked at my space casino! Not quite a SSTO, needing 2 SRBs to get it going, but a very fun and easy flight for 32 tourists up to 500km orbit. Made with some help from tweakscale (the main wings are actually winglets lol) and mk2expansion for the RCS nosecones. -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Rodger replied to Booots's topic in KSP1 Mod Development
Done, though I used a lighter green... 108,163,98 looked too dark to me. They should be in that same dropbox folder -
Awesome! Something you might need to look at for an update is the heat production curves for the asteroid harvesters - I had to increase the MaxCoolant on them to make up for the extra efficiency they get. *edit* looks like not just the asteroid harvesters actually... Their heat production curves are already halved form the surface harvesters, to make up for the difference in efficiency, but looks like radiator MaxCoolant just doesn't take efficiency into account at all in the current part configs. eg the size1stackdrill at optimum temp produces 5000/50 = 100kW of heat, or 2500/50 = 50kW for the asteroid harvester, so the MaxCoolant of 100 would be fine, except the efficiency of 5x/9x surface/asteroid also seems to multiply the heat output, so it actually needs 500kW MaxCoolant. *edit* did a PR on the github for my suggested changes
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It could be a multi-node shroud thingy instead of a separate part, would cut down on parts at least.
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Yeah, CBK is what lets OPM modify the tracking station power, with the patch I mentioned. So if you want the tracking station boost you still need that patch active, but you could delete the antenna power part of it. However with a powerful enough antenna from a mod you probably don't even need the tracking station boost. I use this one https://spacedock.info/mod/1107/JX2Antenna
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Have you looked into using the Community Tech Tree at all? If you use that there's more nodes available in more 'paths', and if you balance for that, you can recommend it's use, while having parts less balanced in the vanilla tech tree for people who don't want to use the CTT. Also, I was wondering, how about a short quetzal-to-1.25 or 0.625 adapter? both ends of the probe are odd sizes, and I use that probe for heaps of things! Maybe even a Barquetta-to-0.625?
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I just had this too, and if you just dump some fuel or something to update the ship's mass it should work itself out