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About me
Laythe Air Force test pilot
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Hoffer's Wake Alpha, Badlands cluster
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I removed them as soon as I installed Water Launch Sites because there were some naval accidents with these lights
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The KSR landing lights will break your heavy spaceplanes when you crash into them on a takeoff. These things get really annoying when you launch a 200+t flying brick that barely lifts itself from the runway.
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RTFM!
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Yes. It bugs out the Kerbal Konstructs mod, not the KSR itself. The recent update has some folders removed/deleted. I managed to restore the folder structure and make it work but I don't remember what exactly I've fixed. See the log, there will be some errors about missing files and folders or you can use the previous version of this mod.
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That was a desperate measure to save stuck crews that couldn't get out after the 1.11 update. I found these parameters in the KSP API and randomly tried to put them into the part cfg... that worked. There are much more parameters we can change within the part cfg but they aren't documented.
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How do you orient the airlock collider? I achieved best results when the Y axis is pointing inside the cockpit and the Z axis is pointing up (in the game, not in Blender). If the collider is oriented this way, overriding the hatchObstructionCheckInwardDistance and hatchObstructionCheckOutwardDistance parameters in the part cfg works just fine.
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Manul started following Space 1999 50th Anniversary and [1.12.5] KerbalScopes v1.0
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3d modelling itself is not that bad actually. I don't know what 80% of Blender functions do and have no modelling experience but I managed to make stuff like this But making colliders is another circle of hell because they should always be convex, be as low poly as possible while being as close to the shape of the original mesh as possible. That shouldn't be such a big deal for a telescope though because it's mostly cylinders and flat surfaces, no smooth aerodynamic shape required. UV unwrapping and texturing is the next level of killmeplease, still can't figure this one so my models look like lego bricks digested by a dog.
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This is not a limitation of the game engine, this is a bug introduced in 1.11 update. The default value of hatchObstructionCheckOutwardDistance became ridiculously large (like 2 meters) that turned many of my older crafts into a deathtrap. I tried to override this field and it seems to work, but I didn't yet find the correct value to prevent EVA when the hatch is actually obstructed.
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
This adapter is a crime against aerodynamics and the other crime is the lack of Mk2 nosecone in stock. I guess these parts somehow slipped from pre Porkjet times when most aircraft parts looked like lego bricks. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
Burning unrefined rocks with no oxidizer required? Highly unlikely to happen. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
MM patches that target a jetpack can cause this. I had this problem due to a patch that makes the jetpack a deployable ground part. It could not be refueled and it had unexpected mass fluctuations (up to 20t) -
Is this a problem? This mod is designed to work with stock aerodynamics and there is no way it could ever work with FAR because it would require an entirely different approach.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Manul replied to Gotmachine's topic in KSP1 Mod Releases
SunkWorks has a patch that allows you to drop a parachute and a jetpack on the ground. And sometimes it has some unexpected mass fluctuations. Once Jeb got a 20t jetpack, and it's mass was real. When Jeb boarded the aircraft it became so nose-heavy that it was almost impossible to fly without an unrecoverable nosedive. I couldn't understand what's going on and was blaming aerodynamics. But after the crash landing I noticed that Jeb can barely walk and can not jump at all, and it was the time when I realized that he was 20t heavier than usual. -
Some other mod is messing with Kerbal Konstructs preventing it from loading any statics. For me it was Ordinary Construction, it has a messed up folder structure in a latest release.
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[1.12.x] AFBW Revived (Joystick & controller mod)
Manul replied to linuxgurugamer's topic in KSP1 Mod Releases
As a HOTAS user I would suggest to use stock settings for axis setup and use the AFBW to deal with buttons. If you don't need custom input curves provided by AFBW, stock is a viable option because KSP is surprisingly good at recognizing complicated axis setups. I have a custom-built controller with 4 slider-type axes and the stock KSP recognizes them just fine.