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Jognt

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Everything posted by Jognt

  1. Check to make sure the probecore (which one is it?) is set as a probe and not debris. If you can’t change it in the probecore PAW you should be able to change it in the Tracking Station.
  2. Thank you very much! With regards to the ROCs.. meh, thats squad’s problem to solve I wish you the best. May the force odds dV be in your favor
  3. You don’t need to fiddle with those cfgs. Check out the white/blacklist system.
  4. I always wondered why Squad didn't just add a variant to the Mk3 cockpit, one with the 1.25m node, and one with a perfectly smooth and stumpy nosecone. It's very hard to find a part that fits nicely on the Mk3 because it's a rather unique shape, so a variant would be right at home
  5. EVE itself is the framework that allows changes/additions to the Environmental Visuals. All visual packs use EVE to do their thing. BoulderCo is the name of the ‘default’ settings if one were to want to use EVE, but no other visual pack. SVE, Spectra, AVP, Sci-Fi, they’re all visual packs that provide configurations for the EVE framework. I saw you got it up and running, but since I remember being very confused about EVE and visual packs at first I thought I’d share this bit. Check the link in my signature. There’s a known bug in Kopernicus 1.7.3-1 that will slow your game down on ocean-less bodies. The slowdown is affected by partcount.
  6. Check the OP. Mods are a personal preference, but I would recommend at least getting DMagic’s Orbital Science, because getting science... lets just say this ain’t easy mode anymore (Especially when combined with upscaled planets like JNSQ) Science is balanced to be easier to get on kerbin at the first few nodes, but Mun/minmus aren’t the 1000’s of science per visit they normally are. Overall it’s a quicker ramp-up, but you really have to work for it once you get past the 300 science nodes. Lets just say that (with JNSQ, which is 2.7x scale) I haven’t gotten the science lab yet after quite a bit of playing (though I tinker more than I play). So by the time you even unlock the lab, you’ll know how much it’s worth for you
  7. For me; every scene change. Setting them in the Space Centre says “Default warp set to [customWarpProfileName]” but upon scene change it will revert to default.
  8. I honestly thought this was default behavior :| It works fine in KSP 1.7.3, with the caveat mentioned in the post before yours.
  9. @Thrimm good to see you around these parts again! (Pun intended) I’m not sure if you hear about the Breaking Ground grippyPads (™) but it may be nice to add the PhysicMaterial module to the dome bottom to make them grip the surface nicely. I think this requires setting a material/transform up for it in a modeling program, but if Squad can do it, it can’t be hard
  10. You mean making a procedural part that is made of this stuff? sounds cool, though I wonder how useful it is beyond the initial cool-factor. (And how performance would be if one got liberal with placement)
  11. Thank you for the play-by-play on what mod/plug-in does what! Ive been wondering about that for a while! also: nummer zes
  12. Thank you. Since I’m guessing Minmus isn’t the only planet with this problem (MoHole anyone?); do you know how to do this in a similar blanket statement like the first ‘fix’? Or does it have to be done ‘custom’ for each planet?
  13. So uhm, I remembered having read this waaaay back and I kept thinking "Gee, maybe I should figure that one out". Well, I didn't. Until I did for other reasons and remembered this again. // Miniature (0.625m) Structural Fuselage +PART[Mk1FuselageStructural]:FOR[personalTweaks] { @name = miniFuselageStructural @rescaleFactor = 0.5 @entryCost = 2800 @cost = 135 @title = Mk0 Structural Fuselage @mass = 0.01 @bulkheadProfiles = size0, srf !DRAG_CUBE {} DRAG_CUBE { cube = Default, 0.6233,0.7669,0.3979, 0.6233,0.7669,0.3979, 0.3054,0.9359,1.2, 0.3054,0.9359,0.1318, 0.6233,0.7669,0.3979, 0.6233,0.7669,0.3979, 0,0,0, 0.625,1,0.625 } } // TechTree-mods compatibility @PART[miniFuselageStructural]:LAST[personalTweaks] { @TechRequired = #$@PART[Mk1FuselageStructural]/TechRequired$ } And now I finally remembered to share it here (if you're still interested that is ) You can ignore the last @PART bit, that's just so it's always placed wherever the regular structural fuselage is for techtree compatibility. What I did was copy the dragcube for the Mk0 fueltank verbatim and modify weight a bit based on the Mk1 variant. The Mk1 fuselage has a dragcube that (afaik) is only slightly different from the Mk1 fuel tank, so using the Mk0 tank dragcube with the Mk1 fuselage scaled down should be 'best of both worlds'.
  14. Could you let me know if you find a fix for the planet-flooding from the fix for the FPS? I don't know much about Kopernicus, so I can't be of much help, but I'd like to update my post for that FPS fix if it can be improved.
  15. Thank you for the thorough step-by-step on error interpretation! I always wondered how to read those! By the way. Not sure if you’ve heard the news, but 1.8 is going to move KSP to a newer unity something, making dx11 baseline. Not sure if this impacts KS3P, other than no more pesky dx9 problems but I thought I’d mention it.
  16. Huh.. I guess I got confused somewhere about the deprecated vs US2 parts. I thought you meant the deprecated ones and I thought I remembered US2 doing their own wedge experiments, which upon further inspection was false. My bad. I'm running ProbesBeforeCrew, so any techtree juggling is done by that for me. In fact, from the looks of it 'fixing' those entries could cause problems with PBC so I guess I'll leave it bugged locally.
  17. Quick statement: There is a ModuleManager4.0.2.dll in the ServoController.zip. It is accompanied by a readme saying something about modified code. Quick question: Do I need this MM.dll or is it there just in case someone doesn't have MM? Follow up on quick question: If I do need the .dll, will it happily co-exist with the MM4.0.3.dll I already have?
  18. Afaik those parts missing the “2” is not a typo. US2 has its own parts for Orbital Science. The ones that come with this mod also have their category set to none because of this.
  19. You know you're a nerd when RealLife.get() throws a NullReferenceException.. Or when you make this joke in the first place..
  20. Link in my sig afaik that bug is fixed in the current master branch, you could compile it yourself, try the bandaid patch in my sig, or wait for an official update.
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