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Everything posted by DarkGod
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The Linux Thread!
DarkGod replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Any known workaround for the random crash due to double free ? It's plaguing me and seems to happen more and more often (or perhaps happen more on certain ships?) It's really killing my interest in the game and I'd hate that! :/ PS: using windows is not considered a fix -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
DarkGod replied to girka2k's topic in KSP1 Mod Releases
Ah I see, hum I wonder how hard it would be to do .. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
DarkGod replied to girka2k's topic in KSP1 Mod Releases
About the collider thing, is it perhaps possible to have an option to simply remove the collider completly ? making the part physicsless ? It's an half assed solution but at least it'd let make big stuff -
Much love, this is the best thing ever
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OH MY ! Yes! Many much thanks !
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Heya Ezriilc First, much thanks for making hyperedit, couldnt live without it Now for the bug, I'm experiencing it too. I first saw it in 1.1 beta and thought it was kerbal joint reinforcement's fault, but actually it's hyperedit's :/ How to reproduce it: When undocking ships, one of the ship will become "moving over the surface", preventing timewarp, making it wobble weirdly. If control switches to an unaffected ship and timewarps the affected ship will be send kilometers away instantly. Test craft: http://te4.org/images/tmp/TEST.craft Simply hyperedit it in orbit, undock one of the RCS tugs and the main body will go all wobble. This happens reliably on latest 1.1 (and all 1.1 before really) on linux 64b. Hope this can help!
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Groovy! As for the long list of bugs, rest assured you'll have the mental support of many people I'm sure! (yes I know mental waves don't fix bugs but heh .. )
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Ah well if you have plans to address it it's all good:) The info window stuff should work for me yeah; this way if you keep tens of kerbals in a station in orbit you dont have to remember which one is too radiated for the mission you want
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Happy to hear to is coming to 1.1 ! Playing without DeepFreeze is so less good Speaking of playing with it, I dunno if you saw this new life support (and much more) mod: It's rather super neat and all and the author even went to make a hook to remove kerbals from his system specifically with deepfreeze in mind Thus if you would add support for it that would be super dandy !
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For the radiation over super long travels like the edges of OPM systems. Maybe if they stay in a radiation free environment for a long time their radiation level can "go away". Like on the way to the system's edge you make a stop at your permanent Laythe colony for a few months and then start the travel again. Related to radiation (and sorry if it's oibvious I cant try right now and when I tried in 1.1.5 i didnt find it) is there a way to find the current radiation level of a single kerbal ? and does it goes away if they get back to kerbin or are they always doomed to die after 5 years of space travel ?
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Oh somebody is resurrecting this mod? That's super cool! As for interstellar travel I would love to see that yeah. I've never modded for KSP but I've read some kopernicus docs, this file may be of interrest: https://github.com/Kopernicus/KopernicusExamples/blob/master/KopernicusExamples/Creating%20New%20Bodies/Star/Nemesis.cfg It's the definition for an example star, I don't know KSP API but I imagine there is a way to check some of those fields, and it's likely that no bodies but stars have a "SolarPowerCurve" set.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
DarkGod replied to ferram4's topic in KSP1 Mod Releases
Oh my you may be right actually! I didnt even think hyperedit could cause that, but I've strapped some Big Boosters (tm) to my test craft and orbited it manually and no problem so I'll have to assume this is hyper edit being mad then. Sorry for the disturbance -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
DarkGod replied to ferram4's topic in KSP1 Mod Releases
Using the latest dev-build there seems to be a problem; I know it's a dev version and all so feel free to disregard my message I'll still love you anyway but just in case this can be of interest: When undocking ships, one of the ship will become "moving over the surface", preventing timewarp, making it wobble weirdly. If control switches to an unaffected ship and timewarps the affected ship will be send kilometers away instantly. Test craft: http://te4.org/images/tmp/TEST.craft Simply hyperedit it in orbit, undock one of the RCS tugs and the main body will go all wobble. This happens reliably on latest 1.1 (and all 1.1 before really) on linux 64b. Tested with nothing but KJR (and hyperedit) installed. -
[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
DarkGod replied to MrChumley's topic in KSP1 Mod Releases
I'm flabbergasted by this mod! Congrats @MrChumley it's super neat and is now my fav planet ever. I'm very fond of the special contracts there, I wish there were even more and that all planets had those .. -
Great mod, love it ! Question: what about an MK2 size freezer for long term spaceplanes
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DarkGod replied to Nils277's topic in KSP1 Mod Releases
Asclepius works too Unrelated question: is it possible to make a closed-loop USI-LS base ? Ican do it with TCA just fine but I seem to run out of mulch whatever I do with USI -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DarkGod replied to Nils277's topic in KSP1 Mod Releases
Woh fast update neat I think CRP is standard enough so that you can just get away with supporting that. I'll report if I encounter any problems Much thanks! -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DarkGod replied to Nils277's topic in KSP1 Mod Releases
Oh I see. This makes sense I agree. Perhaps a "kind of fix" would be to detect some of the most popular planet packs and add support for them? Like Asclepius has rivers so water is logical there and I'm sure a few more cases can be found -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DarkGod replied to Nils277's topic in KSP1 Mod Releases
First off: I *super love* your mod! Makes for such nice looking bases However bit of a problem: I'm using it with TACLS and it seems the water drill is hardcoded to only find water in some bodies, why ?? Why doesnt it just check for concentration like any other drill? (Seems to be the same problem with the air filter). My direct problem with that being that I'm using some kopernicus planets and while I can see some of them having water, I cant put bases there because it wont extract. Now that I found the problem I altered the cfg file to include Asclepius (the planett I'm targetting now) but it sounds a bit weird :/