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KSP2 Release Notes
Everything posted by Zorg
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Ah thats too bad. Could well be a conflict there. There used to be an issue with CryoTanks but I helped write a patch that resolved that so I was wondering if something new cropped up. Unfortunately I dont use IFS so can't help out sorry.
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Any chance your Squad folder is mangled somehow? If you're not using realplume all those engines you mentioned currently reference a stock effect called LES_Thruster located at GameData/Squad/FX/LES_Thruster if this is somehow missing then the vernier won't show up. I know you said a clean install earlier but not sure if you meant a clean install of BDB or of KSP itself. I would suggest seeing if the file is there and if not doing a clean install of KSP.
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@The White Guardian first all thank you to both yourself an Jrodriguez for the fantastic work in making this update. KS3P is a must have for me and now having the GUI is a real game changer. I had a profile I like before but looking forward to having the ability to easily create multiple profile for different use cases without the tedium. Unfortunately at the moment I am unable to actually use the profiles I've created. I can boot up the game just fine with the default profile and create one of my own and export. However once I try to bring in the created profile, it doesn't appear in the profile selector or editor and neither does the original default. Therefore not only can you not select a profile you cannot now try to create one either. The console shows a ton of NREs when I press the select profile for scene or click the edit profile button. I tried 3 different ways of bringing in the profile 1. rename the exported .txt to .cfg 2. rename the exported .txt to .cfg and add change the first line to @KS3P 3. keep the exported file as .txt and replace the profile node of the defalt-config.cfg with the contents of the exported one. As an aside the Ambient Occlusion node remains completely empty when exporting (not even enabled = false) despite being configured during export. Perhaps these issues are being fixed by the aforementioned code errors but I thought I'd make the report anyway in case its unrelated. Additional details and link to log in spoiler. I hope this has been helpful and that a solution can be found. I've had a taste of the future and I cant go back
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Thanks! I used the new Titan I structural adapter in the short version as the boat tail. I forgot to add vernier for this particular launch. You can see them in the other pictures. I improvised on this flight though Activated the LR91 verniers using the part action window, It used less than 5% of second stage fuel before MECO.
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You should have a read through the manual because a) its very helpful and has descriptions of the intended docking procedure b) it looks awesome and is made in the style of an old scanned Nasa document Anyway this behavior is by design and you are meant to control from the cockpit. However if you really want to control from the upwards facing docking port, you can right click the nose and the tail section, click the actuation toggle buttons (I think there are 3 or 4 on each) and activate the disabled directions you desire. I dont remember which ones you need exactly but you can experiment by firing in different directions until you see it respond. Once you know which ones you can set them up to toggle in action groups later. Keep in mind that unlike the tail section, the shuttle nose doesnt have downward firing thrusters (forward when control from docking port). But the SAS can usually balance this out if you press caps lock for fine control mode. Good luck!
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Previously Titan I used to be something I ignored after launching the "warhead" type probe once or twice. But this new Titan I is something else altogether! Titan I is being developed into an entire family. The LR87 AJ3 isnt in game yet, luckily we already have the E1, developed as a backup for Titan. Algols being used to create heavy versions Star of the show in Titan 1 is the Lr91 AJ3 though I think Finally its muscling in on Atlas turf... for orbital launches of Mercury
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Agreed its always better to patch such things with MM so that they arent overwritten by mod updates. Since BDB already has KIS inventory compatibility in the main distribution I think it would be worthwhile to have such a patch in the main folder instead of extras. I havent had a chance to test it yet ( I can do so tomorrow) but I think this would work. You need to save this inside a text file ending with .cfg and place somewhere in your game data folder. If you want to try it out.
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Couldn't let a prompt like that go unanswered! Gem 46s and UA1205 to start with. 1205 is a little long but close enough for now reStock+ extended oscar tank and Lr101 verniers Main difference from your suggestion is using a Peacekeepr Post Boost Vehicle for the 4th as I felt the transtage was a bit big. The PBV might be too small though.
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When CobaltWolf started on the SRMUs I wasn't THAT invested as I had gotten very fond of the amazing looking revamped UA120 series, I thought the SRMUs would look a bit boring in comparison. I was wrong of course, the SRMUs look so crisp! And with the full set now in the dev branch plenty of fun to be had. I call this launch vehicle "Omeg-huH?" Additionally they are a very nice drop in replacement for the UA1207s on multibody Saturns. I think the cleaner look of the SRMUs match Saturn better.
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I did it using a custom Textures Unlimited config. Since Textures unlimited applies its reflection on a per model basis, I: 1) made a copy of the Centaur D1 tank model in a personal folder, 2) created a +PART config copy of the original D1 tank, but changed the model path to the copied one. 3) Applied the TU reflection config to the copied model This way I have the Original Centaur D1 as well as a bare metal Centaur D1-T. An alternative might be to stack a bunch of the smaller 1.875m tanks meant for the lower part of the Centaur G/T if you didnt want to muck about with all this. Its what I used to do. It wont be reflective but it will have the bare metal look.
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I dont know enough to tell you precisely how it does it but ScanSat generates its maps based on the terrain and biome map files of the planet you're scanning. In other words it works with planet packs and non stock bodies. I am using it with JNSQ right now and it works great! As an aside, there is a small issue with the version of Rational Resources bundled with JNSQ's current release where some resources are not showing up in ScanSat resource scanning (terrain and biome mapping is fine). If you want to get going right now you may want to grab the separate update of rational resources. https://github.com/JadeOfMaar/RationalResources/releases
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I dont know what the issue is in that log file but Smokescreen is not required for plume party to work. Plume party just provides a set of particle effects and is typically used to build nicer stock plumes. A few mods like BDB (dev) and Tundra use RealPlumes/Smokescreen to build expanding plumes using plume party particles but thats not the case in reDirect.
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You've already found the issue You're not supposed to use SVE with JNSQ. SVE is a set of visual enhancements for the actual stock system. JNSQ although it has the bodies with the same names (hence the conflict), it essentially deletes the stock system and replaces it with a brand new one at a larger scale. JNSQ comes with its own visuals and you only need install plain basic EVE in order to activate those.