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Everything posted by Daniel Prates
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An example on what you can do with those structural tubes. They are fully attachable, and with tweakscale, there's not limit on how and where you can use them. They are pretty light too. BTW, I use F.A.R., and those who use it know that it makes aircraft design that much harder. Drag is more dramatic, lift is less abundant, engines provide less power (proportionally to all else, that is. The part's specs remain the same). So weight-saving measures are necessary: those two crappy planes you see there barely lift the ground, given they underpowered engines. The first stalls at 50m/s or so, but has a top speed of 70m/s. So the structural tubings were not purely a cosmetic issue: with other parts, those planes would have been heavier and the design would not have worked.
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Oh great! I was reading the wrong thread.
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Hehe. I am sure its a lot of work, specially for a veritable curator like yourself, who decided to patreon dozens of semi-abandoned mods. Here's saluting at you! PS: "hooligan labs airships". Another orfan looking for a foster home, wink-wink, nudge-nudge.
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The GUI could be a simple one. Doing it, I am sure, is not simple. That's what I meant, as I am sure you know already. Boy, does it take some finesse to say anything here! I bow to your mod-creating awesomeness, always!
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Maybe a future feature (I know you already are superbusy, but it doesn't hurt to suggest) would be a GUI for the failures. As it is, it is not always possible to hear the sound alert and easily find the part that is malfunctioning. Sometimes it is indeed impossible, as not all parts glow in the appropriate yellow/red warning, some are embedded inside other parts, some are too tiny to see etc. Without knowing which part is malfunctioning, its impossible to interact with it, to turn the alarm off. A simple GUI accessible by a toolbar button would solve that.
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MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Daniel Prates replied to Citizen247's topic in KSP1 Mod Releases
Yes it does! Got it from CKAN too, which always makes so many people mad for some reason I don't understand. And it works fine. -
My ksp is 1.4.1. The kerbal konstructs is 1.3.9.8 (rated for ksp1.3.1), and kerbin side is core+complete 1.4 (kerbinside version), rated for ksp 1.3.99. So... there's my problem right there, isnt't it? I am using older, incompatible versions... ... really, I am sorry for wasting your time! I read "1.4", in CKAN, but that is the mod version, and not the ksp version. And in any case the konstructs version is all wrong. CKAN will screw you like that, if you are not paying attention. Will erase the CKAN versions and redownload it again from github, spacedock or whatever. Sorry for wasting your time! EDIT: it appears those ARE the more recent konstructs and kerbinside versions! According to the forum, anyway. What should I do?
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I am sure there is a simple answer to this, and its just me being stupid... but there it goes: So... I have installed the newer versions of kerbin side (from ckan). When I choose a different runway or launchpad to take off from, it does not change anything. I still appear on KSC's runway or launchpad, regardless of what facility I have chosen to launch from. But when I revert to VAB/SPH, and exit back from there to the main screen.. voilá, there I am at the designated facility! What am I doing wrong? Also, the KK button only access a GUI with no config options to choose from.
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Great to see this in 1.4! The Tantares LV is to follow shortly, I hope!
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No probecore control
Daniel Prates replied to DrDress's topic in KSP1 Gameplay Questions and Tutorials
@DrDress, it sure looks like it! Ksp can do weird things like that. Do an experiment: build a craft with a foward-facing cockpit, and a sideways-facing cockpit. Put a pilot in each one. Set your SAS to "radial". Go to IVA then hit V to change who you are looking from. Enjoy the mess! -
[1.9.x] Structural Tubing Restructured
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
Just an FYI: The OP mentions the original post, with the original version. Its a 1.2.1 version, on the creator's dropbox. I tested it and it works just fine with 1.3. I mention this since I am (and presumably, lots of other people) still playing my heavily-modded 1.3.1, which took some effort to mod to perfection, whike waiting for the 1.4 dust to settle a bit. Of course @linuxgurugamer, I am also running a 1.4 testbed and your 1.4 recompile works like a charm there too. Many thanks! -
[1.12.x] Community Tech Tree (August 13)
Daniel Prates replied to Nertea's topic in KSP1 Mod Releases
No need to be rude, I was just pointing the fact that it is there. Also, I read the changelog, that's not really what I was asking. But sorry for bothering you. -
And well worth the wait too. Current stock heat caused to reentry is way too low, even in the toughest setting.
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[1.12.x] Community Tech Tree (August 13)
Daniel Prates replied to Nertea's topic in KSP1 Mod Releases
The older 1.3.1 version is there though. Did the update to 1.4 change much? Or both versions pretty much do the same? -
Solved the problem. Since the prop was a VOR-like instrument, I reasoned it must have something to do with "nav utilities", which is still not up-to-date with 1.4. Uninstalled it and the thing went away.
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Oh wait, so the warning is just a mcguffin? I can safely ignore it (in this case anyway)?
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So, tantares seems to be working fine on my 1.4 attempt of 'mod-soup'. However .... THIS: How the heck did that nav instrument get there?!
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[1.9.x] Structural Tubing Restructured
Daniel Prates replied to linuxgurugamer's topic in KSP1 Mod Releases
I am finding this mod excellent so far. But it sure is difficult to place those damn tubes! The green placement node gizmo gets in the way and doesnt let me see what Im doing. Its great for giving that extra bling to vehicles! -
DID YOU WAKE UP TODAY FEELING ADVENTUROUS? DID YOU WATCH A KROKODILE DUNDEE MOVIE AND WANTED TO EXPLORE A JUNGLE OR WHATEVER? DID YOU GROW A MOUSTACHE AND ALL THE SUDDEN STARTED FEELING ALL TOM-SELLECK-KERMAN-LIKE? THEN RUSH TO A KUGO DEALERSHIP RIGHT NOW AND BUY THE SPORTS-CROSS-KUGO! 37.5 HP OF PURE ADVENTURE! ROOMY (COUGH) STORAGE SPACE! LUXURIOUS (DOUBLE-COUGH) INTERIOR! BUY ONE TODAY! (XX) Disclaimer: 1) engines may overheat due to ... use. 2) bumpers not actually designed to be bumped upon. 3) guarantee void if taken out of the store. 4) not guaranteed to climb the steeper slopes (9º limit). 5) Driver's moustache not included. 6) car is not certified neither 'cross' nor 'sports' for techninal reasons.(XX)