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infinite_monkey

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Everything posted by infinite_monkey

  1. This was possible in TRR, which IIRC was a fork of TR. Maybe that code could be merged back into TR?
  2. You should be able to change grass color in the KK menu. But there seems to be a problem in KK which resets settings at avery restart of the game.
  3. Yes, you need KSP 1.8.1, as there is no Kopernicus for 1.9.1 yet.
  4. Wouldn't balloons work well with an extremely dense atmosphere? Even empty tanks should float somewhere mid-air...
  5. I'm having the same issue. Seems to affect only launchpads, no other structures. I also have the problem with the launchpads closing again. Will try editing the instance files. EDIT: I use KCT as well
  6. There's a visual issue that keeps annoying me: the soot on the horizontal static fire test pad is flickering.
  7. Yes I have problems with KK too. I do see the launch pads if they're open. But they keep closing themselves again and again. Also, grass color settings keep getting lost. So I think the problem is on KK's end. Playing on KSP 1.8.1, KCT 1.4.7.13, KK 1.8.1.15
  8. Does anyone have a template for the MH suit? I want to make a SpaceX suit based on it
  9. So this will remain a "virtual" lifting/moving method in KIS2, right? Something similar to the VAB? Would it be possible to also have a way to actually grab and move parts with something like a crane or a canadarm? You know, similar to the grappling hook or the harpoon from KAS, but (optionally) working with attachment points? Since attachment points are usually placed along the symmetry axis, above the center of mass, this would come in very handy for "really" building something on site.
  10. The original version from the first post isn't working anymore. Do you have the Beta version? It's somewhere in this thread. @Thrimm it would be helpful to have a link to the beta version in the first post!
  11. Thanks for keeping this alive! I like the possibility for parts to fail, but I find testing parts 10 times, then manually throw them away in ScrapYard a bit cumbersome - it's repetitive and costs money. So I was thinking: in career mode you can enable cost for unlocking newly researched parts. Would it be possible to combine this with OhScrap or add a similar option, so that after paying these funds new parts get a reliability of 10 / start with generation 10? Of course this should be optional.
  12. I seem to have some problems with the kick stage. First of all, it doesn't show me any Delta-V in KER. Is that normal? Second, the game crashes when I decouple the upper stage from the kick stage. I'll investigate the logfile a little further... Nevermind, this was probably caused by Principia.
  13. Didn't try that, but I noticed the big scoops. How would I detect the presence of gases? Are there any science points for that? Since I prefer a realistic playing style, I probably won't use it for mining.
  14. Wait what? There's a superthin atmosphere outside the atmosphere?
  15. My problems don't stop On my Linux install, KSP was completely broken after updating to 1.8.1. So I reinstalled everything. Now, decoupling works, but the Ghidorah S1 Tank is black!? The other tanks are fine. I guess there's some broken shader or a missing dependency?
  16. I have the weird issue that the Ghidorah interstage doesn't decouple anymore. Every other decoupler seems to work. Did anyone else experience something like this?
  17. Oh don't worry, it's fixed now Should I make a PR?
  18. I hope they avoid stupid performance issues like 100% CPU and GPU load in Space Center view or R&D (what the heck?)
  19. Done By the way, there are some subfolders called RETIRED, and some parts from there caused errors showing up in KSP.log. What are they for? Can they safely be deleted? As for the OTAV control issues with the "Lift Generators" (AKA winglets): the control surfaces clip through the body in the SPH, but not on the runway after deploying the winglets, the control surfaces look deployed, despite the status being retracted default modes are: pitch disabled (not sure if that makes sense), roll enabled (makes totally sense), yaw enabled (doesn't make sense IMHO) they don't react to any input after deploying them, the only input they react to is pitch (after enabling that) deploy angle and default limiter default to -25 - why negative values? changing the deploy angle doesn't seem to do anything, until it reaches the maximum (or close to that) of -38, where suddenly it deploys downwards instead of upwards. At that point, it also reacts to roll and yaw (but only in one direction, since it is already completely deployed) In general, how is the OTAV supposed to maneuver away from a station? Only using the engine, no RCS at all? I have Mandatory RCS installed, which reduces reaction wheel authority to a minimum, so the only way to maneuver is the engine's gimbal.
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