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KSP2 Release Notes
Posts posted by SkyKaptn
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Update des 19th. Under developement
Having tried over and over to recreate a nice F16 cockpit from available parts, stock and mods, I have never successfully managed to get it just right. So I was hoping someone with modelling skills was up to the task for a little fee. Note: A completely accurate IVA is not necessary, a standard mk1/mk2 will do just fine. I have included some pictures for inspiration. Please notice the elliptical nose that has a small droop, and also the chines below the cockpit. I think a mk2 variant will be best suited to fit the rest of the hull.
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2 hours ago, jd284 said:
What could be the reason that some of my Moon bases spawn several meters in the air when I switch to them and then teleport back down to the surface?
This jumping was previously an effect of the Smokescreen mod before it was updated. Suggest you start there.
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4 hours ago, Galileo said:
contracts shouldn't be an issue but this might be more contract configurator incompatibilities. Quite a bit has been brought up in that thread about GPP but i don't think anything has been done
False alarm. I had just some brainfart issues with copy/paste from 1.2.1 to 1.2.2
All is good with contracts triggering. On my way to Ceti
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I cannot quite trigger contract progression beyond Iota. I have fulfilled Iota landing, Iota rendezvous, Iota docking, Iota flag planting, Iota science reports and Iota rescue. Several of these were 3 star missions. My rep is now 54ish. Am I missing something?
(worth mentioning that I have contract configurator with tourism plus installed)
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1 minute ago, Stone Blue said:
Everyone who has that bug with the navball, try rescaling the navball in the KSP settings menu...
Tried that. Moved it around too at no luck.
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5 minutes ago, MK3424 said:
On normal maneuvers it was fine tho.
Yup, the same here. Drove me nuts while trying to dock. KER HUD with rendezvous read-outs was the workaround.
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40 minutes ago, MK3424 said:
Anyone else having this graphical bug? (navball) It only shows up when you're close to a target...
I get this too. Did you isolate it to BetterBurnTime? I had no clue where to begin from all my other mods. Running 1.2.2 with GPP (Galileo)
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Heading out to conquer Iota under two banners in semi-fresh career.
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Brilliant mod
Somehow I did not know about this mod until now. I am usually trawling the forums for snacks. (posting this as a bump to the top of thread list as a small thx)
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28 minutes ago, Stevie_D said:
Hey SkyKaptn, how did you get the clouds on Earth in this version? I can't seem to get it to work from my previous version.
Thing is, major tweaks in 1.2.2 beyond recall. Source from an old 1.1.3 install made by a friend. Sorry I cannot help.
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Home again
Thx Nathan
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@blackheart612 I edited the part.cfg and all issues went away:
mass = 0.01
dragModelType = default
maximum_drag = 0
minimum_drag = 0
angularDrag = 0
crashTolerance = 12
maxTemp = 2000
heatConductivity = 20
skinMassPerArea = 20
explosionPotential = 0
PhysicsSignificance = 0
bulkheadProfiles = srf
tags = sticker decal -
@blackheart612 My planes loose their stability when applying flags. Suspecting the drag-configs are culprit.
Steps to reproduce:
- Start off with a rock stable plane
- Apply flag. I used symmetri mode
- Plane slides sideways on runway. After some speed is gained the control surfaces go wild, and control is lost.
- Removed decals. Plane is rock stable again
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Awesome. Just got my mods up to date with 1.2.1 Here we go again.
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That picture of Nero gave me goosebumps
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2 minutes ago, Tyko said:
Following up on this. I've noticed that after the first batch of 83 asteroids showed up, no new ones have appeared. Are new asteroids supposed to be spawning or is it just a fixed number at game creation?
According to the Asteroids.cfg in GPP folder, there is a limit of 80
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7 minutes ago, KAL 9000 said:
This looks amazing, but all I can see are screenshots. Is there a wiki or something with info on the planets?
I want to know the info before checking the mod out.
See the
second or thirdsixth post on first page -
@nightingale Can this pack be used with the glorious Galileo's Planet Pack? In other words, are the contracts using KSP's generic algorithm or are they hand tailored for Kerbol only?
I do not dare to load contract packs on already existing careers when uncertain just to check.
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First flyby of Iota with Miss Kraken of the House of Nero
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19 minutes ago, MaxxQ said:
Gravity Turn, while not completely necessary, is like KEI in that it removes some of the tedium of launches. Right now, it's set up with values for Kerbin, Mun, Minmus, and Duna. The latter three I realize are right out with GPP, but aside from the inclination change of KSC, I'm assuming that GT will be able to handle a launch from the new KSC. As for the rest of the planets and moons in GPP, would it be better if I were to ask AndyMT to look into it?
Gravity Turn uses just your desired "hold x seconds to apoapsis" and "final altitude". Works just fine. There is however some aggressive overcompensation from inclination correction.
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Valentina approves new base of operations
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RocketPCGaming is doing a Twitch stream right now
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On 31.10.2016 at 9:10 PM, goldenpsp said:
FYI the easiest way to get them attached is to hold Alt while attaching so they can only node attach. I find that way they snap to the correct node easily
Thanks! I was *this* close to self combust from trying the last 15 minutes to place the wheels
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On 29.10.2016 at 6:24 PM, inigma said:
remove all mods except Squad, Contract Configurator, and Contract Packs. Then do a force contract generation through the cheat menu.
Still no "unlocked control surfaces" even though I have it in my tech tree, and I cannot get past the first SSI contract.
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
in KSP1 Mod Releases
Posted
You might wanna check out the Mark IV from the same author as this mod