OrbitalManeuvers
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Everything posted by OrbitalManeuvers
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Wikipedia says Starliner "was designed" to fly atop Atlas V, Delta IV, Vulcan, and Falcon. Idk how accurate that info is, but I figure by the time there's another Starliner flight, the choices will have dwindled from 4 down to 2 ... and I can't begin to fathom how it would end up on top of a Falcon, so I thought we'd at least have a looksee in KSP ... (edit: oops I forgot to mention Nooglin)- 497 replies
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Hi - I'm wondering if you've ever seen the (older) mod called WhoAmI? It does two things, but I just wanted to ask about one of them, which is: It just does a PostScreenMessage each time you switch Kerbals with "V" to show the name of the newly-active Kerbal, and the part they're in. This strikes me as functionality that would mesh well with FreeIVA. The original mod just took a hard left turn in terms of being adopted, but this feature is sort of a one-liner, so I thought I'd ask about it for FreeIVA.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Ya know, just out of curiosity.- 497 replies
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I`m looking for a mod that simplifies construction
OrbitalManeuvers replied to KSPGAMER1234's topic in KSP1 Mods Discussions
There's a mod called FullAutoStrut. -
[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Snug as a spacebug. I did some docking tests tonight, seeing how it was to manually control with the RCS. Zorg - If you see this, question for you ... is it possible to rename the "RCS" items in the doghouse PAW? Idk if this is final layout for what you want, but if so it'd be nice to have both the PAW and the action somehow distinguishable (the actions currently show "Toggle RCS thrust" listed twice). Anyway, I disabled the 2nd RCS for docking maneuvers and everything went great. This thing works so well already. By virtue of docking, I've also looked at the CoM switch, 5 crew, the abort engines (so much better now), the hatch, the crew portraits, Snacks (16+ days for 5 crew so the default seems fine?). Lessee, the chute cover ejected fine for me previously, and still fine, the bucket handle animation continues to draw applause, I think that's it for now! pro tip: set the hatch to off on the docking port and the BCS one shows through nicely.- 497 replies
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[WIP] Boring Crew Services - Stockalike Starliner Mod
OrbitalManeuvers replied to DylanSemrau's topic in KSP1 Mod Development
Thanks to all contributors, this is already fantastic even at this early stage.- 497 replies
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I've flown the Ariane with JWST in KSRSS many times.
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The forums crashed right as I posted a ton of info. Gosh, frustrating. So now comes the reader's digest version: Try moving the legs up with the move tool just a tiny bit. Mine looks like this and it fixed a similar issue I was having I'm using the dangaffa github version and it has some serious conflicts with CryoTanks, and also if you do *not* have RealPlume installed. I have fixes/workarounds but I'm not typing that again unless it's needed by someone
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
OrbitalManeuvers replied to blowfish's topic in KSP1 Mod Releases
This sounds suspiciously like the following, and I'm guessing you do have RMM ... so here's my guess (I can't open RAR files so didn't look at the log, but that's the right error message for the below). https://github.com/EStreetRockets/RocketMotorMenagerie/issues/10 -
[KSP 1.8+] Kerbal Konstructs (Continued)
OrbitalManeuvers replied to NathanKell's topic in KSP1 Mod Releases
The Instance Editor (the dialog when you place or select a static) has a button called "GrasColor" [sic]. Not sure if it's supported everywhere. -
I've been using Resurfaced with BDB since it was possible to do so, and there's no noticeable performance difference for me.
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Here's a guess until someone who knows for sure answers: I doubt those values should have .cfg on them. I think they need to be a profile name, not a file name.
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I haven't looked at your pack yet, but are you using decals to flatten the terrain you're building on?
- 45 replies
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- runway
- kerbalkonstructs
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if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info.
- 3,126 replies
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I think Bread morphed into KODS, so the Vulcan is here now, along with some other goodies like Electron/Terran/Astra ... https://spacedock.info/mod/3602/KODS - Kiwi Orbital Designs Services https://github.com/nolifejordan/Kiwi-Orbital-Designs-Systems edit: I wanted to add that this mod (Hephaistos) still works perfectly well also
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[LOG 13:58:25.107] AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\kRPC\GameData\kRPC\KRPC.DockingCamera.dll This is a really basic installation error that would have been avoided had you used CKAN. My recommendation is to delete everything from the GameData folder, then use Steam to verify files (it will put back the Squad stuff), and then use CKAN to install mods.
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Based on the fact that you have both KopernicusExpansion and OPM ... I'm gonna guess that somehow the Kopernicus folder got deleted or something? Anyway, you're missing Kopernicus, and you don't have Parallax at all ... ? [WRN 17:02:25.992] AssemblyLoader: Assembly 'KopernicusExpansion.EVAFootprints' has not met dependency 'Kopernicus' V1.0.0
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Pardon my butting in ... just wanted to offer a couple other observations: [LOG 14:56:49.340] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll You'll want to get rid of miniavc. See the mod ZeroMiniAVC for more info. And here's why multiple module managers are bad: [LOG 14:56:49.994] [ModuleManager] version 3.1.0.0 at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.3.1.0.dll won the election against Version 3.1.0.0 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.1.3.dll Version 3.1.0.0 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.1.4.dll Version 3.1.0.0 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.2.1.dll Version 3.1.0.0 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.2.2.dll Version 3.1.0.0 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ModuleManager.4.2.3.dll What's happening here is that KSP has loaded version 3.1.0 which is an entire version behind. You'll want to delete all module manager dlls except for 4.2.3.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
OrbitalManeuvers replied to tony48's topic in KSP1 Mod Releases
This will depend on the player's settings. With part pressure limits enabled there are no stock parts that survive to the surface of Venus in KSRSS.- 1,946 replies
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- totm mar 2022
- rss
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Kerbin Renewal: JNSQ launch site pack
OrbitalManeuvers replied to zakkpaz's topic in KSP1 Mod Releases
Big thanks for making this! Small PSA: don't forget to delete MiniAVC.* from KerbinsideRemastered.