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Black-Two-

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Everything posted by Black-Two-

  1. @R-T-BHave you seen this? https://forum.kerbalspaceprogram.com/index.php?/topic/152136-ksp-181-galileos-planet-pack-v164-01-july-2020/&do=findComment&comment=3939573
  2. Sorry for asking (I know 'when, when, when' questions get on peoples nerves), but does this mean there won't be an official JNSQ (or GPP) update for KSP 1.11.1?
  3. What folder are you placing them in and are you switching to the library in-game?
  4. I think this is a pretty good argument, but on the other hand why reinvent the wheel? If there's another mod that does the same thing but better then wouldn't it be better to refer people to that (or perhaps even bundle or integrate it into Kopernicus, with @Starstrider42's permission of course ) rather than have @R-T-B feel obligated to create what sounds like it would be the same thing? Personally I don't really care about asteroids so it would make no difference to me, but I can see the value of either point.
  5. There's a subreddit as well as a discord server for kOS. Both are quite active, but discord probably more so.
  6. This is probably the wrong place to post this, but it's still kind of important so, yeah. Here goes! What's up with Jool? There's the discussion on the previous page about how Joolian moons (and moons based on them) seem to be more prone to weird graphical glitches, and now Steven Mading (the guy who maintains kOS) as well as several others (including Matt Lowne through one of his videos) say in the 1.10.1 release thread that maneuver nodes causes the game to crash if the maneuver path goes through the Jool system. Again, this might be the wrong place for this, but given that the Joolian problems have already been discussed in this thread I hope it's alright. And it could be the case that the maneuver node problem carries over into planet packs with Jool-based bodies, or some other horrible problem, in which case there won't be much rejoicing at all.
  7. By the way, has there been any word from Squad on this yet? The 1.10.1 patch seems like it's taking longer than the .1 patches usually do.
  8. I don't remember exactly what ship:sensors:acc:mag returns, but in the equation you're using you should subtract gravity from the craft's max acceleration. Also, alt:radar is measured from the center of mass, which is not zero when you're landed, so you might want to look into the bounds structure in the documentation.
  9. Are the dimensions for the Kontainers available online? I'm curious if a 2.5m Kontainer fits inside a Mk3 Cargo Bay CRG-50 and if so how much margin there is. Edit: I don't really need exact measurements, just something relative, like is it as long as X200-32 or a Mk3 Fuel Fuselage?
  10. How do you know if you are running KSP in dx9 or dx11?
  11. I haven't updated yet (mods...) but in the KSP settings menu for GOG Galaxy the latest version is 1.7.2.02555 (2 days ago), is that latest, non-Breaking Ground patch?
  12. I wouldn't mind seeing this on PC, although I'd probably only use it to test rovers/skycranes.
  13. Are there other mods that just do this? I like this one but the lag is annoying...
  14. Now that Kopernicus is up to 1.6.1, will this awesome mod be getting some updating action soon too?
  15. Is anyone else getting fuzzy HUD text during flight with the 1.6 version? Well, I am, and I've tried a couple of different resolutions and it persists. It's only the flight hud (apoapsis, etc.), all other text (including KER) looks just fine and crisp. Edit: It's not unreadable, just a teeny, tiny bit out of focus.
  16. I use kOS quite a bit, for landings especially, and when you're travelling backwards the steering is messed up. For canards it's not a big problem, as you can just invert the authority limiter, but airbrakes don't have that option so they steer the wrong way, which is why I want the reverse option. It's not a big, important thing, but it's also not that complicated (I think) so I thought I'd suggest it.
  17. It happens with GOG Galaxy as well, including after verifying and with no mods. The MH rover wheels do the same thing. Also, the Nerv engines appear activated in the VAB/SPH.
  18. Just a little, blue toggle that lets you switch between reverse and normal for airbrakes, like the one wheels have for steering. "Normal" means the airbrake is working exactly as it does now, and "Reverse" means the yaw and pitch controls are inverted.
  19. As the creator of that thread, I don't have that problem anymore. It disappeared in either 1.4.4 or 1.4.5.
  20. How do you reduce the effect of dust storms? Like, what knobs do you twiddle? Edit: As in, how do you make them thinner or make them less intensive performance-wise?
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