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Everything posted by Geonovast
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When and why did you start WRITING mods for KSP?
Geonovast replied to peteletroll's topic in KSP1 Discussion
I started... last night, actually. There's something that's bugged me about the stock game for some time, and I finally decided to fix it with a small handful of MM patches. I got most of it done yesterday, should be releasing it tonight. I'm not new to the concept of modding, or coding, so writing a few cfg files isn't a huge endeavour. C# hurts my brain and I've yet to find a complete, current tutorial on modeling for KSP, so it'll be awhile before I get there (Which is frustrating since I have all the ideas). Pretty much this. I've never seen anyone say anything that would indicate they wanted what I was going for, but I'll share it anyway. -
Yeah it's meant to be an all-in-one interstage. I didn't use them for a few months after getting MH. Now that I know how to use them, they're so freaking handy that I can't believe I ever played without them.
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I am so excited for this next release! Everything you guys do is incredible. US has been the perfect scratch to the itch I'd had since I started playing. Modular and deployable Thank you!
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"Now what, Jeb?" I kid I kid I didn't mean for this to be so SS heavy (no, really), but here it is: I decided to play around with making a Kiskaskit car. Landed an assembly structure with two large KIS containers, a squad of kerbals, and some tools up to Kerbin's closest moon, Dres. Assembly went mostly ok, although after needing a bug patched and then looking into how it's set up, I may need to redesign this thing a little before doing it for real. After getting the wheels on, Freddan decide to walk under one, which catapulted him away... Not great for him, but I got some screenshots as I laughed at his misfortune. He finally came to a rest... 2.7km away. Rover completion was rushed, and one of the pilots drove out to get him. But decided to take the quick way back. That's right, it flies.
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Incorrect! @Just Jim? eh?
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Banned because, I mean, c'mon.
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Does Commnet allow multihop connections?
Geonovast replied to iFlyAllTheTime's topic in KSP1 Gameplay Questions and Tutorials
Yup, hop all you want. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Geonovast replied to Paul Kingtiger's topic in KSP1 Mod Releases
Thank you! I'll be able to test it in about 3 hours. Works great! Thank You Thank You!- 1,554 replies
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Double clicking on it also works, plus there should be drag handles.
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I just spent over an hour trying to figured out why our system stopped sending shipping notifications for orders a week ago when I'd changed nothing. I knew it stopped because I'm Bcc'd in on all those emails. Turns out, no, they were being sent just fine. Our email provider apparently decided that, after a year, they were spam, and so Thunderbird wasn't retrieving them for me. I had to actually log into the web mail, which I'd never done, to turn the spam filtering off. Thank you, adaptive spam controls that do more harm than good!
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More liquid fuel (only) tanks
Geonovast replied to Behemot's topic in KSP1 Suggestions & Development Discussion
Not to put anything against your suggestion, I agree with you completely, but you can empty the oxidizer out of the tank in the Editor if you don't need it. Granted, it sucks hauling a half-empty tank, but it is better than hauling a tank half full of something you don't need. Seems like too much work when it should just be configurable across the board. That said, there are of course mods to get you by until the game does what you want in stock. Recent thread on it: -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Geonovast replied to Paul Kingtiger's topic in KSP1 Mod Releases
I'm having a slight issue, with the wedges while trying to attach them to the 4-wedge core while on EVA. It's mostly working fine, once I figured out that while you can drop the wedges on the ground they'll maintain their size, the core itself does not. Anyway, that's not the main issue. The problem I'm having is that it's a little picky about which wedges will attach. The Food Bag(x2), Oxygen Tank(x2), and Water Tanks(x1) all attached ok. The RTG and Greywater(x1) tank would not. The game would give me a message that "This part is not allowed on the mount!" However they do attach to other nodes fine. Is this a bug, or is it somehow intentional? I am fairly heavily modded otherwise. I'm off to bed now, but I can test a barebones environment tomorrow. GameData: KSP.log : https://drive.google.com/open?id=1eGf6R4slECh6DaBSqVAxIoGHEBfq36xR- 1,554 replies
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The spacedock link says it's updated for 1.5.1. I recommend just trying it and see if it works. I might just give it a shot when I get home.
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Multiplayer in KSP 1.8
Geonovast replied to popos1's topic in KSP1 Suggestions & Development Discussion
Which would clearly work for you. I know it would work for other people here, too. The issue is how many people it would work for. Not many of us can build our lives and schedules around being at our computer at the right time. It's not going to be worth the developer's time to work on a feature that probably less than 1% of users would use. Multiplayer should really stay in mod territory. There are just too many issues for it to be an actual stock release. You think the game's buggy now? Imagine if they scrapped working on that, and hurried along a multiplayer feature, regardless of its form. The people pushing for a multiplayer would be the first in line to complain about it when it's not perfect, despite being told over, and over, and over about all the issues of having multiplayer in a game like this. -
Probably because they weren't taken with the same satellite.
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Remove coupler in flight?
Geonovast replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
You can set the debris limit in your game settings. Range is 0-10000. Default is 250. Once you exceed the limit, it starts deleting, starting with the oldest, so you're never over the limit. If you're worried about debris, lower the limit. -
How to fix stability problems
Geonovast replied to SamTheShark's topic in KSP1 Gameplay Questions and Tutorials
Of course if you don't feel like clicking on every freaking part to cycle through an autostrut option that can actually rip your ship apart if there's a root or heavy part change, there's always KJR, which also doesn't need to be unlocked in the tech tree. -
Remove coupler in flight?
Geonovast replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
You could also get into the habit of using the stack separators instead of the decouplers. -
Cannot Transfer Fuel
Geonovast replied to Friend Bear's topic in KSP1 Technical Support (PC, modded installs)
Can you get some screenshots? -
Well it doesn't come out and say it, which is why it's confusing. I just figured it out when I noticed the post count, and it makes sense that that's what happened.
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@Delay I saw something similar happen recently, was about to report but I figured it out. Look at @Roartal's post count. New member. The post was made 2 hours ago, but approved by a moderator 3 minutes ago.