Crimor
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Everything posted by Crimor
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crimor replied to RoverDude's topic in KSP1 Mod Releases
How do routes work with multiple launches anyway, noticed there's not an obvious way to remove a route. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crimor replied to RoverDude's topic in KSP1 Mod Releases
How do ya'lls kerbin>kerbin orbit wolf transports look? Making one that's remotely TC efficient is suffering. -
Can't remember my github password right now so it's gonna have to be this way: The microduct fan starts with elPart instead of Part, making it obviously not exist. https://github.com/UmbraSpaceIndustries/ExplorationPack/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/ExpPack/AES/AES_DuctedFan.cfg
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Crimor replied to tomek.piotrowski's topic in KSP1 Mod Releases
Got a weird problem in that the X button to shut down all engines doesn't seem to work on probes when signal delay is enabled, and if mechjeb is used to do a maneuver it doesn't actually shut down the engines but leaves them at a few %. https://oshi.at/mPzMsm Sometimes when the throttle is very low, X..kinda works? it like flutters and you have to press it multiple times for it to actually stick. -
TCA works fine for me in 1.12 too with a ton of mods including recall. Also, is there a way to set it up so it will be able to use propeller engines/rotors?
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I'll probably give it a spin tomorrow to see if my computer explodes. Edit: A short test seems to be fine, I'll update if I find any future errors
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[1.12.x] Near Future Technologies (September 6)
Crimor replied to Nertea's topic in KSP1 Mod Releases
Would it be possible to get more stuff in the PLTO formfactor at some point? I'm a sucker for the shape but would love fuel/cargo tanks in it too. -
Hopefully updating it to 1.12 is relatively painless, it's such a nice mod for doing trips between kerbinside airports etc, just having an a mining rig/USI fuel hopper sitting at ones you go to often simplifies refueling so much since you don't need to tempt the kraken with 1g docking.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crimor replied to RoverDude's topic in KSP1 Mod Releases
Getting WOLF stuff into orbit to take to other planets/moons is really a pain unless you do it with like 4-5 launches, any chance an orbital factory is in the works since both EPL and GC seems pretty dead in the water? Mind sharing that? -
Did ya ever figure out what was the deal with Bluedogs tweakscale patch btw? Still sad I can't tweakscale the really nice looking tanks without that bug with the resetting fuel levels happening.
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[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
Crimor replied to Kobymaru's topic in KSP1 Mod Releases
ugh the bug with far where it doesn't auto update the trajectory even with that option on has appeared again, what was causing that last time? Don't have time to get a clean log atm, will update with it later if I can't figure out what's causing it.- 981 replies
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- atmosphere
- trajectories
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Speaking of that, which one adds a north/south runway from this on the first page? I end up going towards the KSC north/south way too often on my non space flights and it'd be real useful :v Doesn't have to be this exact one, just more runways would be nice.
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So if I'm getting this right, this is how a good kerbin SOI network would look?(Per satellite) Channel 0 >Channel 1 (Interstellar) (1 antenna(channel 0 to connect to the ground), 1 relay(channel 1) ) >Channel 2 (Kerbin Commnet) (1 antenna(channel 0 to connect to the ground), 1 relay(channel 2) ) > Channel 3 (Mun Commnet) (2 relay(Channel 1, Channel 0(For for ships to talk through) ) >Channel 4 (Minmus Commnet (2 relay(Channel 1, Channel 0(For for ships to talk through) )
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haven't used it in a while due to the tweakscale bug, but I feel like there is a "LFO" option.. somewhere, when making tanks, and probably also a methane/ox one.
- 738 replies
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- resources
- fuel tanks
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The ratio is almost always 1.2 O : 1 LF if I remember right.
- 738 replies
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- resources
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Weird, could you upload a .ckan file of your modlist? I've been getting the problem of resetting fuel values with just CC and tweakscale
- 4,054 replies
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Final thoughts: Configurable Containers is what's causing everything to have the problem Bluedog needs an updated patch to solve the problem happening to their parts. EDIT: most likely B9 Part switch related. KSP Interstellar causes the <unk> warning in the console but it seems harmless as far as I've observed it. Confirmed all three happening by having only the mods and their dependencies loaded
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Tweakscale configs being out of date might be the problem then, which is sad because I love that small alpha fuel tank with inbuilt rcs. Mainly found this happening while trying to track down another bug. Did a quick modlist of only bluedog, tweakscale, and dependencies and it still happens, so yeah it's most likely an out of date tweakscale config. Sadly I have no idea how to update the patch, they look relatively identical to me compared to the ones tweakscale uses for vanilla.
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Currently trying to figure out what's causing a bug in my modlist regarding tweakscale(If I make the part smaller and then duplicate it, the max fuel storage gets reset), and I've made it not happen on non bluedog parts but it still happens on these, anyone had similar issues in the past that I could use to figure out what's causing it faster? The cycle of removing a couple of mods, starting the game, and rescaling a part only to do it again and again is becoming less and less fun :v
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So I haven't touched this mod in yeaaars(basically not since the stock ksp aero rework, whenever that was), is there a good comparison video, and does it have a noticable impact compared to stock aero nowadays?
- 940 replies
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- aerodynamics
- far
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