SiCaRiO31
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Everything posted by SiCaRiO31
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Hello! I just build a Malemute Rover in my career save and the wheels seem to not be working correctly. Im on 1.12. Stock wheels work fine but once I use the malemute wheels, they dont turn as they should, the rover has to be almost completaly still for the wheels to move, making control even at 5 m/s impossible.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
SiCaRiO31 replied to hemeac's topic in KSP1 Mod Releases
I read somewhere that its suppose to be a stock bug when Making History was not installed, didnt tested it yet since im away from my PC now, but back when 1.12 launched, I created a new save (with all my mods), and my probes had all the SAS capabilities still, along with all the crew been able to access all the maneouvers, regardless of their specialization (pilots, engineers or scientists), even trough they had no stars nor experience. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
SiCaRiO31 replied to hemeac's topic in KSP1 Mod Releases
amazing! How much different its the 1.4 tech tree from the current one? I been enjoying my carreer save with this mod for about half a year now, but have found some odd placements of certain parts (like having a huge stock storage container relatively early on the tech treee) and that bug where the comand pods from restock+ where in their original position because I didnt had Making Hisotry installed. I suppose those will be fixed with the next version of the mod, so I intent to start a new career save when it comes out (I enjoy the early tech tree a lot :P). -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
SiCaRiO31 replied to hemeac's topic in KSP1 Mod Releases
Is it possible to have jetpacks be avaliable later in the tech tree? Been able to instantly jump out of a ship on your first crewed mission seems a little odd, taking into account the history of our space programs :p -
toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
SiCaRiO31 replied to Gameslinx's topic in KSP1 Mod Releases
Oh god this looks amazing! Im waiting for the next version to give it a try, not sure my GPU can handle it but I need to see it at least at 10 fps- 2,842 replies
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[WIP] Nert's Dev Thread - Current: such nuke, wow
SiCaRiO31 replied to Nertea's topic in KSP1 Mod Development
would this be the correct thread to ask for a rebalance in Restock+? Its about the Pug, it has way to much fuel for its size, it makes it better thant the Terrier for most situations, even trough it has less ISP. -
Just to report, kerbalism doesnt work with 1.12
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[1.9.x, 1.10.x, 1.11.x] Persistent Rotation Upgraded
SiCaRiO31 replied to linuxgurugamer's topic in KSP1 Mod Releases
I been using PR with MandatoryRCS for a few months now on my career save and this hasnt happen yet. Most of the time I put my ships tracking the sun before entering time warp , maybe that did something to avoid those kraken events... -
[1.2-1.7] Blender (2.83+) .mu import/export addon
SiCaRiO31 replied to taniwha's topic in KSP1 Tools and Applications
having the same issue in 2.93. Never used this plug in before and its my first time using blender for modeling (used ot use 3dmax) so I was a bit confused. Now that I see more people having the same problem at least I know it wasnt my fault -
I cant see vessels when they are far away, I trough they were supose to be visible as a small white dot over long distances. Is this how it is suppose to be?
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there is a bug that happens when time warping in a simulation. I was in a suborbital trayectory over the Mun and as soon as I hit timewarp, I jumped to a different orbit, 500 KM kilometers ahead, still suborbital but now landing in a total different place. Exiting timewarp did not put me back to my original orbit. Anyone experienced this before?
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Hello!, im trying to figure out how the deployable science experiments work, but to no avail. Currently this is my setup. As you can see, I have enought power for the control station and Go-ob ED monitor. I also have full coverage of the Mun, so this Site is never without conexion to Kerbin. Yet, the data produced is not been transmitted, and is not shown on the kerbalism menu. What am I missing?
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
SiCaRiO31 replied to hemeac's topic in KSP1 Mod Releases
thats great news! and those are some cute looking good bois . Dogs do really bring joy to your life, even when they chew everything in sight. Regarding KTT, theese are main issues I found in my current carreer save: If you dont have Making History, the parts added by Restock+ have their original positions in the tech tree (for instance, the sp-1 pod was at the start node). I think thisn also affect engines and fuel tanks. In 1.11.2 probes have all the SAS capabilities from the beggining (altrough I red somewhere that this was a bug from stock when Making History was not installed). Some antennas have weird places in the tech tree, for instance the HG-61 (15GM range) was 1 tier before the RA-2 (2 GM range), or the DTS-J1 been before the RA-2, when the former has better stats than the later. I swaped possitions of those 2, and also the Comm 88-88 with the RA-100. For me it makes sense to have the ones with worst stats first, and then get better each tier. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
SiCaRiO31 replied to Nertea's topic in KSP1 Mod Releases
True. Been playing with Kiwis tech tree with persistent rotation and mandatory RCs so the first few launches were difficult. But once you unlock linear RCSs then you pretty much dont need gimbaling. the Pug is even better than the Ant in most situations. Without edits, I just dont see the point in using other vacum engine at low/mid tier. -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
SiCaRiO31 replied to Nertea's topic in KSP1 Mod Releases
Anyone else thinks that the Pug its a bit overpowered compared to the Terrier? Its 40% its weight and can store 3 times more fuel than its volume suggest. Compare to a ball of 2 Oscar-O tanks, the 6 small tanks in the Pug should be able to carry at most 3/4 what the Oscar-O ball does, so something like 6 LF and 7.5 Ox, instead of the current 18/22. Because of this, the Pug its the better choise of engine for most spacecrafts up until really massive ones (where the aditional ISP of the Terrier starts to make a difference), which are a few tiers above the tech level of theese engines. In my career I have the Pug edited a bit, with a dry mass of 0.28 T (instead of 0.2) and 6/7.5 LF/O fuel tanks. What do you guys think? -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
SiCaRiO31 replied to hemeac's topic in KSP1 Mod Releases
Just found a bug on the placement of the Communotron HG-61 high gain antenna, from Restock. In the code its placed in the earlyprobes nodes, but it should be in HighGainComunications acording to the coments // Tier 6 - highGainCommunications @PART[restock-antenna-stack-3]:After[ReStockPlus] // Communotron HG-61 { @TechRequired = earlyProbes } Wrote a patch to fix this. // Tier 6 - highGainCommunications @PART[restock-antenna-stack-3]:NEEDS[ReStockPlus]:After[KiwiTechTree] // Communotron HG-61, corrigiendo error { @TechRequired = highGainCommunications } -
Are the scansat experiments compatible with kerbalism? they seem to generate data instantly and not over time like all the other experiments.