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Everything posted by Deimos Rast
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Deimos Rast replied to Thomas P.'s topic in KSP1 Mod Releases
I think the sky just goes black. --- Thanks for the speedy update! -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Deimos Rast replied to BahamutoD's topic in KSP1 Mod Releases
let's not spam and get the thread locked -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
I should add they have a few issues, where things that aren't supposed to be transparent go transparent. The solid backing on the top pod for example when looking dead on. Think it's mainly an issue with older pieces (ASET rover pod iirc is another example). There is another pod in the pack that looks like a command chair type deal. For anyone else wondering (I'm assuming you know this already Wolf) the link to the pods is here; they're old, nodes are inverted, need an update to this current plugin, nothing too major. Maybe I'll write a quick MM patch to bring them up to spec, since I've had a few inquiries. @nli2work the author, recently came back, from a hiatus, but he seems to be contented with working on new stuff mainly. But yeah, I was pleasantly surprised. -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Deimos Rast replied to Booots's topic in KSP1 Mod Development
I should have also added the solar Karborundum zone is apparently a thing again as well. The tweakable thing we could do, but would be hard to justify, since you already pay the increased cost. Not sure what the rational was behind this move as I rather liked it non-tweakable, conceptually at least. -
[1.2] Kerbal Kommander: a new way to play KSP
Deimos Rast replied to gagarinekerman's topic in KSP1 Mod Releases
looks very interesting! I especially like the "Privateer" aspects, I'll have to give it a go- 275 replies
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- kerbal komander
- adventure
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[1.11.+] ESLD Jump Beacons Revived (1.4.0)
Deimos Rast replied to Booots's topic in KSP1 Mod Development
@Booots fyi from the latest K+ changelog -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Possible, but I've never seen it before. Ah, that was an error to a different Freezer it seems. I made the Radial Freezer into a "high efficiency" model. Normally, I only post bug reports if I can replicate them from your freezers for this very reason. Your analysis is exactly correct. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
That was supposed to be a joke, but I suppose if you hear that day in and day out, it stops being funny. Anyway, small report: I successfully froze and thawed a Kerbal. UI is intact and fully functional. AdvTP seemed fine, but wasn't testing it. KAC integration I couldn't test as KAC is dead at the moment. DF did throw a couple errors. They seem pretty minor. I'm reporting the errors so that others don't, and in case you were wondering. (Not a support request!) 160621T191712.962 [EXCEPTION] [DF.DeepFreezer.onceoffSetup] NullReferenceException: Object reference not set to an instance of an object at DF.DeepFreezer.onceoffSetup () at DF.DeepFreezer.Update () 160621T190752.007 [ERROR] [PDebug.Error] Invalid integer value! Field GlykerolRequired, value 2.5 on object of type DF.DeepFreezer -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Deimos Rast replied to TriggerAu's topic in KSP1 Mod Releases
^Confirming the above. I'll add that it's immediately on loading a fresh game, no alarms needed. Full log here since none has been provided yet. @All The NRE has been posted, logs have been submitted, everyone form an orderly line and go about your business patiently. No spam. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Deimos Rast replied to JPLRepo's topic in KSP1 Mod Releases
Alright, 1.1.3 has been out for a total of 1 hour, so I get to be the first to ask: "Does this mod work with 1.1.3?" Good, now that's out of the way, no one else can ask (I'm actually checking at the moment). --- The reason I'm actually here is this. What if...we required the ISRU to be below ambient temperature (or even at near absolute zero) to function at all? This is a Freezing mod, we need to be chilling the Glykerol, right? It could have neat side effects like encouraging the player to play in the shade (dark side of the moon refineries or something). Which of course would mean no solar power. Trade offs. I think it has potential. Especially considering the ISRU itself is creating heat, making it harder to cool. Fun fun. I created a prototype cooling engine and fuel cell as a mockup to see how it works, but 1.1.3 hit before I could test it. -
Kerbal Space Program patch 1.1.3 is now available!
Deimos Rast commented on KasperVld's article in Developer Articles
Judging by the quantity of the usage of the word "Fixed" it seems like a good patch. Now to slowly start rolling the mod ball up another level...here we go again. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Deimos Rast replied to K.Yeon's topic in KSP1 Mod Releases
I think something maybe worth mentioning is that it seems to be the last item before the scene change to the main menu, so the issue might be what happens after loading. However, without the right log, who can say. -
[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
Deimos Rast replied to NecroBones's topic in KSP1 Mod Releases
You could probably just add a decoupler to the the radial Cryo Pods. I know I made customized "drop pods" that radially attached and had massive decouplers and were CLS passable. You could add the Jettison resources to it if you wanted to simulate loss of resources, or just turn off cross feed and have the option on in deep freeze that requires them to have a continual supply of EC. ----- @NecroBones I actually used this mod to reach Jool for the first time ever, combined with Kerbalism, which made for an interesting trip. I posted it in the Kerbalism forums here I can't find the follow up post, but the crew had so many mental break downs, each time taking me out of time warp, that I ended up spacing the entire crew and the ship arrived, a ghost ship. It then proceeded to eject the Monolith into the Heart of Jool (which naturally I brought with and had loaded with science instruments). Pretty sure that's how NASA does it. -
this is probably the part of modding that's no fun. Flight control, iirc, is roughly on par with sputnik, no? Cost changes look good; torque still high but meh. I didn't really have a firm idea of what an end result would look like, I like this a bit better. Not 100%, but better. Maybe 73.5%...I can live with that. Thanks for hearing me out.
- 720 replies
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- mrs
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[KSPedia 1.9.1+] Planet Wiki v4.1 - May 20, 2020
Deimos Rast replied to jandcando's topic in KSP1 Mods Discussions
First download on spacedock. Today I achieved something. Feels good. Looks very useful. Thanks.- 139 replies
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Maaaaaybe? I have about 5 copies (A Sophia, a Benjee, a Denko, a Stevie, an Angel). I was checking changes. I suppose I should grab the latest. Is RoverDude's Berry Berry Drive still a dependency? I thought the Warpship.dll did all that? Edit: Ah, so your's is an Angel build...and you killed my precious JoolGas Hah, well that's one problem solved. The issue is I don't think XenonGas spawns in Jool at the moment.
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Maritime Pack & Submarine Pack 2.0 Dev Page
Deimos Rast replied to BT Industries's topic in KSP1 Mod Development
haha, I hadn't considered that. I have a lot of respect for ferram (I think FAR is pretty brilliant), but maybe that's his deep dark secret. I still haven't made it off the runway though, so maybe boats will be more my speed. I'll be keeping an eye out for more video tutorials on making boats, otherwise I'll be pretty much carboard box rafting around Kerbin for the foreseeable future (already watch the catamaran one, good stuff). Cheers. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Deimos Rast replied to K.Yeon's topic in KSP1 Mod Releases
Building on the Starwaster said, this is probably not the right log, because it shows that you don't have OPT installed at all. It also shows you successfully loading the game. If it is the right log, then I don't know what to say. Maybe try reinstalling OPT? (there are very few references to OPT, none of them are parts, and one specifically says :NEEDS[OPT] passed because needs cannot be filled, as in, no OPT installed). It also shows a lot of exceptions. It's a trainwreck. Do you use an overlay or custom texture on your navball? If so, maybe don't. -
OMICRON - Flying Space Car Development Thread
Deimos Rast replied to Climberfx's topic in KSP1 Mod Development
Really like the pictures. Bummer about the lost work - you didn't upload it anywhere online where it might still be? I checked the old kerbal stuff torrent, but nothing. Hope you get back on your feet again, looks like a really cool idea. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Deimos Rast replied to Lack's topic in KSP1 Mod Releases
Considering that it was never updated for 1.0.5, it is unlikely to be updated any time soon. The good news is it might not need it, no idea though. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
Deimos Rast replied to TheReadPanda's topic in KSP1 Mod Releases
Suggest putting forum link on spacedock page? -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
Deimos Rast replied to robertlong13's topic in KSP1 Mod Releases
Of infinitely more importance (surprised if this hasn't been mentioned already)...but there is no MK3 pod. There is an MK3 Cockpit, which is in fact what this is for. The only MK3 Pod I know of is by Nertea, which I assumed this was for.