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Everything posted by smokytehbear
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Is there any way to change the total frequency of failures outright? I love this concept but it just happens way too much for my taste.
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Hello good people. I'm looking for a mod I was using a few years ago but I don't remember the name of it or what it was attached to, if anything. It was a small, toggleable window with the name "Engines GUI" that displayed a lot of basic information about current atmospheric conditions and engines like temperature, static pressue, TWR, Thrust to drag ratio, etc. It had a blizzy toolbar icon that looked like a centrifugal pump. Would be awesome to have this back if someone can point me to it. Thanks in advance.
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[1.9.x] RCS Build Aid Continued - New Dependencies
smokytehbear replied to linuxgurugamer's topic in KSP1 Mod Releases
With this in mind is it perhaps better to wait until this is fixed and ready for 1.6.1 before plopping it into a game with ~150 other mods? -
This is magnificent. Some of these images would be masterpieces even if they were completely standalone and not connected to a playable game.
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Crash on startup, have logs
smokytehbear replied to smokytehbear's topic in KSP1 Technical Support (PC, modded installs)
Hey KerikBalm do you run BDArmory? I was able to narrow it down to just that specific mod. Might want to give taking that one off momentarily and see how it goes. -
I haven't played in about a month, so I knew that there might be some growing pains with all the updates happening throughout. Backed up my save file and made a note about the mod versions, then updated all the mods I'm using and started up, thinking that way I can restore my old configuration and save if something awful happens like all my orbiting ships get deleted. But I didn't even get that far. Keep running into the same crash at the main loading screen, and I can't make any sense of the data log mumbo jumbo. Any help would be immensely appreciated. Here are the logs: https://www.dropbox.com/sh/1z6qqxichc2cfqh/AAAqFD4CEpiwH6MHHXIAm_nBa?dl=0 Again big thanks in advance.
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Travel Itineraries Not Fulfilling
smokytehbear replied to Clubbers's topic in KSP1 Technical Support (PC, modded installs)
Pretty sure this is it. From your picture it appears you have an OKTO as the control point? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
smokytehbear replied to RoverDude's topic in KSP1 Mod Releases
Keridian Dynamics has a 3D printer unlocked at the intermediate stages of the tech tree that can convert ore to material kits. Don't remember the node but it's somewhere down the main construction lines. Maybe Advanced Actuators? -
Been using it off and on since it was moved to the releases category. Unfortunately have had to disable it a few times from some bugs, but it is still in beta so yeah. Overall it's nice. I play with TAC but wanted to use both. The thing that bugged me about the stock game was that there's really only ever one consideration: fuel economy. Any part you put on a vessel that isn't directly related to this end better have serious justification behind it, like science/landing/etc., and it just feels like all the rockets are just hollow tubes full of fuel and a seat on the end. Trying to build anything that resembles a real space station or a real logistics center in stock only is not even just cosmetic, but highly penalized. Things like this mod and TAC-LS change that a lot, I feel. The most significant negative factor to fight the stock lunacy is the amount of free space, and of course your guys go crazy like they should if they have to spend a year in a flying closet. There's really no conflicts with other LS as far as I know, it's just an extra other element that runs parallel to your (probably more major) LS concerns. I play on relatively low difficulty, lethality turned off and a pretty decent threshold to madness (for Kerbal Health that is, TAC I still have on hard). It's not a huge gameplay driver, but it's still just one more angle you can and should consider when designing voyages, and it can make your end-product much more rewarding when you get it right.
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- realism
- life support
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Couple of quick questions or feedback points: Happy that Sarvin and not Potatus appears on my home screen now, but... To be honest, I think it's kind of cool, but I don't know if it was intentional or desirable. Second question: Is there some reason that in Career mode the contracts always want to be Sarvin-related? Haven't even done a flyby of Minmus yet, but it wants me to do a grand tourist tour of Sarvin and the record society contract is a flyby of Sarvin. Just curious if that's normal or if something's screwed up.
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So thinking about this one... for the REALLY long missions where even TAC or USI life support becomes prohibitively expensive, like interstellar missions, there's a mod out there called Deep Freeze. It cryogenically freezes your Kerbals in exchange for a specific resource's cost and continuous EC. Any thoughts on integrating support for that? As it stands, without having tried it, I believe they would all die from Kerbal Health using that system.
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[1.2-1.7] Blender (2.83+) .mu import/export addon
smokytehbear replied to taniwha's topic in KSP1 Tools and Applications
Trying to export a very simple mesh out of blender with this, and getting this huge message of errors: Doesn't really seem like it's all related to even the same thing, so I'm wondering if I just installed wrong or something. Thanks in advance. Edit: Think I fixed it. It was the UV mesh problem. Weird how every object needs a map even if there's no textures with them. -
Alright I made some major adjustments to the post above after discovering several of my points were less efficient than possible, or just plain incorrect. Hopefully I have not led anyone astray with the errors. For progress on this actual mod: Finishing up integration of lights for OPT's crewable parts. The few reaction wheels and SAS in that mod likely to be configured soon. MKS Crew classes now identifiable thanks to Snark's infrastructure update with the main mod, will be given default colors (nearly) matching the color scheme used by DMagic's portrait stats mod so that they are identifiable by Crew LEDs. Specific colors to be tweaked on this part. Barring any serious bugs, should see these soon available. Planned next step is to incorporate custom-colorable LEDs into the EVA handrails mod so Kerbonauts can find their grip and footing in the dark.
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Hey guys I've been putting in some work for this mod over the past few days. I use hundreds (literally) of mods and practically never use stock pods, but I love the crew indicators so I figured I might as well put 'em on what I use most and go from there. Snark's quick tutorial above regarding importing into blender and writing down the translation numbers was very helpful, but I feel like I've learned a few things to improve ont that method even further. Like I said, I use hundreds of mods, so the "tweak, reload, tweak, reload" process takes so long it is just unacceptable for more than once or twice, especially considering I plan to put these LEDs on just about every crewable part I touch. So here is the full, streamlined process including a few extra tips I've learned from trial and error, to help expedite the process and make it way more precise the first time you set the coordinates for the light meshes: ^ Salamander Command Pod from @RoverDude's Modular Kolonization Systems mod.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
smokytehbear replied to RoverDude's topic in KSP1 Mod Releases
Hey RoverDude, might I suggest giving Scouts FullVesselControlSkill? I admit I have not yet actually tried using them on a solo-flight, but judging by the configs it doesn't seem like they have this. Especially considering they appear to be strictly worse than pilots in general, it would be nice to give them a boost, and I think this is in keeping with the lore aspect that they're self-sufficient and capable of holding their own. I don't think they need SAS per se, but I think they should be able to go without comms for a moment and keep their cool, not freak out and shut down. -
Steam Controller: Gyro Support
smokytehbear replied to smokytehbear's topic in KSP1 Technical Support (PC, unmodded installs)
Ouch. Well that sucks. Guess I'll stick to flying planes with a lame keyboard... Thanks for the answer though.- 3 replies
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- steam controller
- gyro
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[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
smokytehbear replied to Boris-Barboris's topic in KSP1 Mod Releases
Any chance of getting this on CKAN for the latest version? Looks amazingly helpful. -
Don't forget that with every launch, you are also pushing Kerbin picometers backwards due to Newton's third law. Please remember to alternate launch directions as close a year and 12 hours after the first one to correct for this and preserve the delicate balance!
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I have been fiddling around with various different configurations and I cannot seem to get KSP to recognize any gyro inputs from my steam controller. Is the gyro supported at all for this game? If so, what broad settings are needed to get the game to accept its input?
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- steam controller
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