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dok_377

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  1. It's for some reason greatly exaggerated with procedural control surfaces. Stock ones for the most part are decent enough. But anyway, it hardly has anything to do with the mod itself, just KSP being KSP.
  2. Hmm, doesn't seem like this mod works with procedural control surfaces. But not really a problem of the mod, the game's SAS is not very good with them either, they just wobble all over the place.
  3. Would it be possible to have a mode that keeps the marker level relative to the surface so it could be utilized for planes? Right now it's drifting upwards over time, so planes can't fly level using it.
  4. It sounds like the infamous robotic drift bug. To fix it (at least partially), you need to install KSP Community Fixes. This mod also has a bunch of other fixes as well.
  5. You might not want to use this one. It's extremely unoptimized and and was thrown together without any consideration, it uses way more resources than it needs to. It's also just a repackaged version of other mods, so not really original (stolen, more like). You can see a more detailed review at the last page from Gameslinx. If you want to use graphics mods, just download Spectra or AVP.
  6. There has to be a more specific way of reproducing it. I'm not that much of a plane builder, though I have built enough to see what this is about, but I never had control surfaces that were rolling instead of pitching. The WASDQE controls are always as I set them up to be. It's the deployment feature that's inverting and it only can be seen through pressing "deploy", not through controlling the craft. You must have a certain way of building for them to be inverted even with direct controls.
  7. I just finished my big Minmus science collection mission. Here's some screenshots: The station with the lander in orbit of Minmus, mission beginning. The same station after 9 landings were completed. You can see the lack of SC-9001's on the station. This is because the lander was leaving them on the surface as beacons after each landing. The map of SC-9001 modules on the surface. Some screenshots of the transfer stage with the return module going back to Kerbin. The upper part of the return module was jettisoned, exposing the return capsule. The return capsule with the remainder of the return module. It gets jettisoned just before entry. The capsule was recovered with 105 experiments, which netted a whopping 3482 science points. All 9 landing in a collage.
  8. @Gotmachine FYI, you probably need to set an ignore flag or something like that in the dragcube generation patch for decals from Conformal Decals. With the patch enabled, these parts act like wings and create a lot of force, especially if set at an angle. Doesn't really matter if they are inside a fairing either. Maybe it's because they have no drag model at all, it's set to dragModel = NONE and the patch doesn't know how to handle that. The easiest way to see the effect is to build a simple rocket with a decal at an angle and launch it, the rocket will veer off course almost immediately.
  9. The post was made in February, not a month ago. Maybe the vote was edited in a month ago, correct me if I'm wrong. But the last edit was in May, which is still way longer than a month.
  10. Go to Collide-o-Scope\PluginData and change _defaultEnabled = True to _defaultEnabled = False in settings.cfg file.
  11. I just randomly checked the settings file and it seems like the patch was left disabled by mistake. Downloaded the archive again just to be sure, and yep, it's set to false in the config.
  12. As I said, it doesn't do that by itself, you need to know a specific way to do it. The game itself is full of exploits like these even without any dlc. Landing gear kraken drive, for example. It does not require any fuel and practically has infinite range with extreme speeds. But that knowledge will not make you not use any landing gear because they're sus, will it? The game also has a debug menu with cheats, by the way.
  13. How is KAL "hacking", exactly? It's just a sequencer. And a very powerful sequencer, at that. You can do some pretty cool stuff with it, and as far as I know, not a single mod has the same functionality as KAL. It's pretty sophisticated for what it is. Sure, it has some exploits as well, but you need to know how to do them, it doesn't "hack" anything by itself. And the game is full of exploits even without it anyway. Be aware, though, this mod also has a lot of bugs in it. Last time I've seen it, it had a pretty bad editor symmetry bug that affected stock game parts, not just robotic parts.
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