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Everything posted by smotheredrun
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[1.12.x] Crew R&R - Crew Rest & Rotation
smotheredrun replied to linuxgurugamer's topic in KSP1 Mod Releases
I find in 1.2.2 they both work well together, although I've just now noticed you've fixed the astronaut centre performance issues. THANKS!!! That is most appreciated! -
[1.12.2] BARIS - Building A Rocket Isn't Simple
smotheredrun replied to Angelo Kerman's topic in KSP1 Mod Releases
Looks like it might just be time for me to start a 1.3 career... Thanks @Angel-125- 571 replies
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in my 1.2.2 save they do; at least at the KSC screen they do. Haven't really checked to see if they move while flying/roving around yet.
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- static
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Hello all, we're almost done the bug hunt. RPM is causing some issues, so we'll see what can be done about that. Work on the station parts is almost complete, just a few more balance things to do. Life support patches are also being worked on; Kerbalism I believe is being left out at the moment. USI, TAC, and I think Snacks was the third one we're doing for now. LS for the Station Parts is somewhat time comsuming for me, fortunately I have some wonderful user helping in that regard. That said, please don't expect an update prior to 15 August as I'll be heading out camping next weekend and I don't want to drop an update and then take off... that doesn't sit well with me. I'd also prefer not to leave the tireless helper out to dry dealing with all of the inevitable support questions. Stay tuned
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We all do that now and then. I understood what you meant. If anyone is interested in looking at the vehicles and seeing what they can do to help out making them work (wheels), please PM me.
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Actually very little has changed regarding the functionality of either vessel between the 2 versions, so not all was lost. The current available downloads do work (sort of) in 1.3, they're just a pain in the rear to fly.
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FEAR NOT!!!!!! It's not dead. Think Monty Python and the Holy Grail, "Bring out your dead!" "I'm not dead!" "It's just a flesh wound!" "But you're missing your arm" kind of not dead. (Also, watch that movie if you don't know of what I speak - you'll thank me) Some of us have lives outside of KSP. Also, again as previously mentioned, I don't want to post "Update: nothing to report" updates, when that would simply just add to my forum post count and serve no real purpose. I'll leave it at that. Please be patient. Now, with that out of the way: We're getting "close" with the shuttles, if any of you see anything as a major issue regarding flight characteristics, payload issues, part issues, etc, please post them here and tag me. If you find anything we haven't already tried to address, we'll see what we can do. Not looking to add a tonne of workload though right now. Just looking to make sure that between @Deimos Rast, @Capt. Hunt, @shdwlrd, and myself that we haven't missed any glaring issues. Please do not tag Nazari for now. This one below would qualify: Yes, we noticed that too - especially in 1.2.x. Please see a few posts above (31 May) regarding this phenomenon, and one possible (you'll need to experiment, as you have already begun) solution to this issue - I can land that vehicle with little to zero fuel if I am very very careful. That said, we may have a more permanent solution in the works. However, in KSP, the CoM should be slightly behind the CoL, but yeah that is further back (and higher up) than most of my own spaceplanes and aircraft. Where is that Mission Flag from? I've been working on some of the station parts for balance purposes, but I've been slammed with work (again, but it's wedding season and that's my busiest time of year) so I'll get back into them when I can. There is a wonderful user whom is working on the shuttles and they are doing a fantastic job, but again they too are very busy. "SoonTM" there will be something that we're satisfied with.
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[1.3.1]TextureReplacerReplaced v0.5.4
smotheredrun replied to HaArLiNsH's topic in KSP1 Mod Releases
Weren't tongues and teeth visible in 1.2.2? Or have I been hallucinating them? -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
smotheredrun replied to StarCrusher96's topic in KSP1 Mod Releases
I always auto all of the struts! Even on the little guys- 4,170 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
smotheredrun replied to Pak's topic in KSP1 Mod Releases
Nice, I like the red Sharpie look there @Pak- 2,351 replies
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What behaviour are you seeing from the wheels with Farscape? It is a very similar set up to the Kerbin Shuttle Orbiter wheels. Are you getting some crazy spin outs when landing? Are you rolling cheeks first down a shallow slope (yay missing the runway) even with the brakes on and all of the sliders in the R-click menu maxed out?
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@RaendyLeBeau Love the animation. Have a great summer
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Well.. once again, this thread is very interesting. Keep it up!
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Before anyone asks, we're getting there. At some point "SoonTM"* there will be an invite for some testers. Of course, the original testing team will be contacted first. After that, if more testers are needed, we'll put out an open call.
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[1.12.x] Near Future Technologies (September 6)
smotheredrun replied to Nertea's topic in KSP1 Mod Releases
So I take a few days/weeks of not really checking the forums for anything other than PMs, and then FAWUMP! @Nertea and @Streetwind go and drop this new pack on us. Thanks guys! Going to try those new parts out soon! -
Flying Cat - Land/Sea/Air Stock* Catamaran
smotheredrun replied to whoshotdk's topic in KSP1 The Spacecraft Exchange
*facepalm* But love the Catamaran! How did you get the colours to change for the "sails"? -
@Noud Probably best to use the forum search to find them. As @Jas0n said, there was a (generally civil) debate regarding these. Do a quick forum search for that thread, and you'll be able to find the accepted formats for these. The two users before me who obviously think and type faster than me further outline some issues regarding them, that's you @TheRagingIrishman and @Tex_NL That said, I have fooled around a good bit with Chaka Monkey Exploration Systems which is by all definitions presented in the debate what a mod pack should be. However, it is not ready for 1.3 (yet). They will announce 1.3 compatibility when it's ready. So, take a look for what your looking for, and if you do find some mod packs, see if they are presented in their Opening Post in a way similar to that of Chaka. While not by definition a "Mod Pack", KSP Interstellar Extended is almost an entirely new way to play, and is 1.3 ready. Like the Irishman said though, asking in a new thread which mods work well together, will likely get the biggest response from the community.
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I have no info regarding the development of the EX as I have never been involved in that project. It would be unwise and inappropriate for me to comment on it.
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Haha um... nope. Thank you. Now that I can use screens for more than 10 seconds at a time, I have the category patches complete for everything except the vehicles. Sorry, still no love for them yet. There is other work happening too, and not just by me (more technical than what I can currently do), so we're not there yet. From what I can see it's a bunch of small details that are somewhat tricky to resolve.
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lol I actually eneded up permanently deleting that entire install a few days ago That's what I get for not labelling my installs on my desktop very clearly.
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- career
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