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Everything posted by Daniel Prates
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@Ger_space, a follow-up: I did a fresh install of 1.4.5 and both KK and KerbinSide worked allright. Now you got me curious: what is the issue with 1.4.4? Why would it work with .3 and .5, but not .4? Did it roll out of assembly bugged somehow? Anyways, a report: it would seem there is something wrong with the carrier launch runway. Aircraft break after rolling foward, maybe some 10 or 20 yards from the starting position. I tested it with several craft and it's the same. Maybe some collider issue?
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@Ger_space its odd, I install the current KK, and then this... and nothing. I get KK but no kerbin side base is visible anywhere. I assume I am doing it right, by merely dragging the contents so it's under gamedata. I shouldn't be doing anything else, right? Does it take configuring or anything like that? BTW I am using a 1.4.4 version of KSP.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Daniel Prates replied to Ger_space's topic in KSP1 Mod Releases
Allright @Ger_space!!!! -
@Booots does your mod recognize lifting parts from other mods, such as airplane plus, stryker, procedural wings, sxt etc? Or does it only work with stock parts? I am getting some weird results when using parts from these mods. Mostly, the envelope is shown in the GUI allright, but there are no 'blank' areas around the envelope! Instead, the envelope is surrounded all over by a dark blue color, and in many places it's impossible to say where the 'surrounding blue' ends and the actual envelope graphic starts.
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Allright! Thanks @Booots. Its this kind of mod that makes ksp really shine!
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I'll go ahead and ask: @Booots what would be the easiest way to check the stall speed at sea level? I tried to take the Kn generated by lift, compare it to the airplane's takeoff weight, and see in what speed in the graph they cross... but I am not sure I am understanding exactly how to use the GUI. Could you explain a little better?
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[Airships in 1.12.3] HooliganLabs Mods
Daniel Prates replied to JewelShisen's topic in KSP1 Mod Releases
I'll just go ahead and say that, 1.3 or not, this thing still works FINE with my 1.4.4 game. The only thing is that the button appears hollowed out in the VAB and during flight, a less than minor issue. -
I was going to say the same thing. I am checking the lift and drag forces, but I cant tell what are the factors in the XY graph! Also: cant there be a button or place in the GUI where you can gauge the absolute stall speed at sea level?
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Gigantic thumbs up!
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@NESD maybe you will find this intereating: I reported this "bouncing on mission start" issue a few weeks back. Well, it turns out it only happens with the new alternative kerbonaut uniform. You know, when you click the wire hanger and it changes to this dashing red and blue top-gun type of uniform. If you revert to the old orange/white one, it doesnt happen! Not a complaint, just an interesting issue I felt it was worth reporting.
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Oh, useful, no doubt. I like the pod. It could be a more roomy 3-seater or a linf endurance 2-seater, say, for 90 days missions or so. With "kerbal health" or other mods like that, those endurance issues become relevant.
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- totm march 2020
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A most useful mod, and specially so if you want to fly in Salvador Dali's most avant-garde dreams!
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I dont think I have ever seen this before! Is this historical? Or a what-if craft perhaps?
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Daniel Prates replied to garwel's topic in KSP1 Mod Releases
Right, that too. Depending on the size of the font, the reaolution or the screen size, it will come across all blurry.- 1,034 replies
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[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Daniel Prates replied to garwel's topic in KSP1 Mod Releases
I have notices that now, during flight, the kerbals' info line in the GUI, which are those active in the vessel, appear in red. I am working with the assumption that they are only highlighted to set them appart from other kerbals, since the GUI shows all kerbals, regardless of them being home or aboard. If so, great! It was indeed easy to mistake one for another. But still..... bright red? It kinda gives you the intuitive response that they are highlighted because something is WRONG. Besides, when and if you eventually implement a "color" warning of some kind, people will already be acustomed to red meaning something else. My suggestion: use some other, more neutral color for indicating the active kerbals, like blue or so.- 1,034 replies
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Cheers everyone! Is there a config file to include the new stock alternative runways, desert runway and whats-its-name (forgot how its called)? Since they are now stock, it would make sense perhaps to include them definitively in the mod config! Great fan of the mod btw. Thanks @Ser for bringing it up to date with 1.4.
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Tks! But I think I didnt explain well. I was asking about the protruding volume, on the actual fuselage. The bulge, onto where the wing is rooted. Not the actual lifting surface part.
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