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KSP2 Release Notes
Everything posted by AlternNocturn
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
AlternNocturn replied to Pak's topic in KSP1 Mod Releases
I figured it out, the ET nosecone was full of unused liquid fuel that was weighing me down.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
AlternNocturn replied to Pak's topic in KSP1 Mod Releases
Could Kerbalism or other types of life-support mods potentially make the Block II unable to reach orbit? I have Kerbalism installed and even with the Gravity Turn mod as soon as the boosters detach the whole stack loses enough thrust that it can't reach orbit. I also have UPFM installed which makes parts heavier when you set them to high-quality. If this mod isn't compatible with either of these mods then I'm more than happy to uninstall them in favor of this mod.- 2,351 replies
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Trojan:Win32/Critet.BS
AlternNocturn replied to NotJebediah's topic in KSP1 Technical Support (PC, unmodded installs)
Got a flag on 1.263.688.0, just told Win Defender to restore the files and it hasn't complained again. Will update if I get another notification.- 59 replies
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[1.10.1] Making Alternate History - Lander Pack
AlternNocturn replied to bcink's topic in KSP1 Mod Development
I've had that first part happen with stock parts. I think something with the new gear module is wonky. Very nice models, textures, and animation on your Altair there btw.- 160 replies
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Yes! I've been refreshing this page since 1pm Eastern time waiting for this. Gimme gimme!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
AlternNocturn replied to Ven's topic in KSP1 Mod Development
Sorry if this is a simple problem because I haven't modded KSP in pretty much years. Anyway I'm a bit confused about the 2m probe core, the SAS seems to be bugged and it makes my crafts rock side to side when SAS is on. Could this be an incompatibility with another mod? I have Station Parts Redux, Texture Replacer Replaced, Taurus Capsule, EVE, Scatterer, RealPlume, Planetshine, WindowShine, Loading Screen Manager, and Module Manager 3.0.1. -
'MK1-2 Pod' IVA Replacement by ASET[v0.3]
AlternNocturn replied to alexustas's topic in KSP1 Mod Development
These switches are interesting, what do they do? -
Why wouldn't I update to 1.0? It's got bug fixes, new features, actual polish, and every mod will be updated within a week anyway. There would be no reason to stay on 0.90 unless you've become attached to ancient bugs and unfinished interiors. EDIT: Well I can think of one reason people would not want to update. People don't want their old saves nuked. Still, you can just copy over the 0.90 folder to a different directory and then update. Then you can play 1.0 and still finish your old beta missions.
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It's Damion! I thought I'd never see you again. I remember your teaser streams on the old official KSP twitch where you would stream the up-and-coming update and show off some of the new features. I hope you can return someday. EDIT: Sowwy.
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1.0, because it's the final version and I've been waiting years for it.
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How do you feel after playing KSP?
AlternNocturn replied to InsertUsername's topic in KSP1 Discussion
Sometimes frustrated, usually excited that my newest innovation is working. On average, feels good. -
My Val is going to be a perfect foil for Jebediah. In my game Jeb is just a hardened, highly intelligent, masterfully skilled pilot, with a desire for explosive thrillseeking. Val is going to be a hardened, highly intelligent, masterfully skilled pilot, with a more reserved, less-explosive desire for thrillseeking.
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I Remember... (A Thread for Early KSP Nostalgia)
AlternNocturn replied to macdjord's topic in KSP1 Discussion
I remember... ...when fuel lines came out. I immediately attempted to build a tiny shuttle and failed. ...taking a break from the game, then coming back to see 0.14 came out with persistent world features. I immediately begged my parents for $15 so I could buy KSP. This was before the concept of Early Access and the stigma it gained the last year or two. Never regretted it. ...spending hours building Mun landers and trying to land them on the Mun only to slam into the surface. I resorted to using MechJeb to do my landings for me. Watching how MechJeb did its thing, along with some good advice from the community, eventually led to my first successful manual landing on the Mun. Classic KSP story. ...when EVA came out. I spent hours just running around on Kerbin and flying around with the jetpack on the Mun. ...when the EVA update caused the old command pod to be retired and replaced with two new ones. ...when stock 2 meter parts were introduced, and how they seemed to fall apart when you so much as looked at them funny. ...doing my first orbital rendezvous. I just brought the craft together, swapped the crew members, then deorbited. It was quite an accomplishment! ...when planets were first teased to the community. I thought "Wow, Squad started being less secretive about updates!" They're not as willing to share nowadays, but before planets, we didn't even get screenshots or teasers, just blog posts. ...practicing for interplanetary travel by boosting out into an orbit with 2x Kerbin's period and then coming back to practice aerobraking and landing. Thanks for the tutorial, Scott Manley! ...building and testing the interplanetary lander that was going to take my Kerbal to Duna, then using it on the day of the update to land on the surface first try. ...doing my first Constellation-style mission to the Mun after docking came out in 0.18. Landers didn't have to be so big now. -
Squadcast Summary (2015-02-14) - The Valenti-nope Edition
AlternNocturn replied to BudgetHedgehog 's topic in KSP1 Discussion
I don't know why people were worried about 1.0, it sounds like Squad is sticking to their precedent of releasing good, quality updates. They could do that if they were comfortable with artificial difficulty and bad design decisions. Why not just overlay it onto the map view permanently? -
Do you feel KSP is ready for 1.0?
AlternNocturn replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
Hard to say, considering the update isn't out yet. But if we follow the trends that Squad set with the last few updates, I have confidence that they'll address enough problems in the game for it to be worthy of 1.0. -
Squadcast Summary (24/01/2015) - The Valentina Edition
AlternNocturn replied to BudgetHedgehog 's topic in KSP1 Discussion
This is because of Unity itself. Unity 5 isn't officially out yet, and 4.x doesn't support x64 very well on Windows. This has nothing top do with Squad, in case that's what you were wondering. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
AlternNocturn replied to ferram4's topic in KSP1 Mod Releases
Yayyy, you got it to work! Thanks Ferram! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AlternNocturn replied to ferram4's topic in KSP1 Mod Releases
Usually FAR updates day one, so I think that's why people are expecting it so early. We should let Ferram take his time to iron out the bugs.- 14,073 replies
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- aerodynamics
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Is there a reason why the docking probe on Apollo won't connect to the LEM docking cone? Did I do something wrong?
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More fun, because I'm confused as to how you can have less when you have so much more to do.
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[1.2] Procedural Fairings 3.20 (November 8)
AlternNocturn replied to e-dog's topic in KSP1 Mod Releases
While you wait for this to update, use the KW fairings instead. I think you might be able to just delete everything except the folder that the fairings are in. I don't know if the mod uses any folder trickery to reduce the filesize, so this may or may not be possible. -
Ah, okay, I have Procedural Parts. That helps a lot, thanks! EDIT: I added the engines and it says everything checks out.
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I've been trying to figure out how to deal with engines that need to be pressure fed. I've tried adding a small tank with Helium inside like IRL but that doesn't seem to work. Google search turns up nothing. I also have no idea if this is a feature added by RO or if it's from Real Fuels.