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Posts posted by SpaceFace545
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You would also have to work with a lot of parts from mods which have integrated radiators in the SM or in the capsule itself.
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4 hours ago, Ultim32 said:
I just noticed that there is now an expendable starship nose and aft section and fuel depot parts. I will download the dev release later today. Also, are there plans to include the hot staging piece in between starship and superheavy?
Maybe? it's considered but since stuff changes so often and no design ever seems to stick for a while Kari makes stuff based upon rigid plans and what is actually happening.
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On 7/6/2023 at 6:45 AM, Fabled_Mike said:
For some reason the engines on the engine cluster are white. does anyone else have that problem?
download SEP from GitHub
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On 6/13/2023 at 10:14 PM, FloridaMan747 said:
I have been experiencing a bizarre bug where plumes using waterfall display through the craft and the ground.
I am led to believe that this is an issue with waterfall due to multiple isolated tests with only waterfall and mods with waterfall configs.
If it matters, I use a Mac running on an Apple M1 chip and up-to date software.
This bug happens with multiple engines. A few affected are:
- Vector and Mammoth using Methalox and Hydrolox plumes. No bug occurs using the Stratenblitz plume. (using Stock Waterfall Effects).
- Nerv, using Stock Waterfall Effects.
and...
- Starship Expansion Project Booster 33/29 Engine Cluster using Fossil's plume mod for SEP
- Raptor Center and Raptor Boost engines using Fossil's plume mod for SEP.
Linked here are some screenshots of the plume bug
I have this same issue with some mod's RCS plumes and SRB waterfall plumes. Also on Mac. It's a shame nertea is MIA. Hopefully someone adopts his mods.
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Could fonts be added in the future? I was thinking the font the spacex uses for the starship serial numbers.
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7 hours ago, linuxgurugamer said:
Delete the directories of all those mods which you don't want anymore. The mere existence of the directory is causing the filters to be visible
I don't think we are talking about the same thing. Previously under the "filter by manufacturer" tab I had an icon for every mod in my gamedata folder but now it seems to be patchwork with certain mods. I'd like to find out why that function isn't working currently and how I could get it back because it was quite handy when dealing with over 100 mods lol.
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3 hours ago, linuxgurugamer said:
All the FE configs are controlled by ModuleManager, and only loads those configs which have their "needs" satisfied.
Please go back over your install and fix your problems, this isn't a bug
Would you mind telling me what the problems are. After I originally installed booster guidance and space tux libraries filter extensions stopped working properly.
My module manager is up to date and filter extensions is seemingly installed correctly with the proper dependencies.
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4 hours ago, linuxgurugamer said:
Ok, what I'd like to see is the ModuleManager.configcache file, and the save file
But before you do, delete it (the ModuleManager.configcache) and restart the game. While I doubt this will help, it will eliminate that as the source. Also, you should delete the directories of the mods that you removed.
Finally, please list a few of the mods which are still appearing in the list which you have deleted.
LGG
Thanks. So the few mods which do have a manufacture tab are Asbury, BDB, Conformal Decals, Eisenhower, Scansat, and Tundra. The rest of the tabs are just stock manufactures.
save: https://www.dropbox.com/scl/fo/vtq4kca7dbktqdxr68n74/h?dl=0&rlkey=m6w3nnkd5eomuq90a8ay16z27
config cache: https://www.dropbox.com/s/hors5mfcx61xuo4/ModuleManager.ConfigCache?dl=0
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14 hours ago, linuxgurugamer said:
Try uninstalling FE totally and reinstalling it.
I don't have time right now to do any digging, if that doesn't work, let me know. It may be somewhere in the save file if this doesn't work
Yeah I tried that and same thing. Whenever you can take a look would be appreciated but this is a superficial bug so take your time lol.
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So previously I had this huge list of mods in the manufacturer tab which was super nice to browse through but I was messing with some stuff and now thats all gone. I downloaded booster guidance and space tux libraries so maybe thats the culprit but when I uninstalled both I'm stuck with the issue even after reinstalling filter extensions.
Log: https://www.dropbox.com/s/qsmv2bhwcqb9otu/ModuleManager.log?dl=0
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On 1/10/2023 at 8:39 PM, InfoTheGamer said:
Here's something fun while yall wait, I recently upgraded my hardware so I can do much more in the realm of graphics
Dude that is mental. Can't wait to see what you pull off in KSP2
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3 hours ago, Adiri said:
This isn't related, but what mod is that for the OmegA rocket?
A mix of BDB and ACK. The boosters are BOLEs from ACK and the rest is from BDB.
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Anyone have this issue. My plumes appear through the nozzles. Can't figure why. I have all of the dependencies installed. I'm happy to give you a list of mods and log if it's needed.

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14 hours ago, benjee10 said:
but I'm certainly open to any feedback on this issue and not totally against switching to another option.
With BDB changing a lot of hypergolic engines to use aerozine50/n204 you could add support for that. Monoprop is still used for RCS but it adds another fuel type for hypergolic engines.
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3 hours ago, GoldForest said:
I also think the aerospike used SMART tech, so it was recoverable
It sadly wasn’t. When designing this vehicle Boeing was looking to develop a cheap, big rocket that would complete its job in the simplest manner.
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2 hours ago, benjee10 said:
The craft files are included with the GitHub download, just make sure you download the release and not the source code - if you download the source code you will just get the latest dev version of the mod and none of the dependencies/craft files.
I've updated the link in the OP so it takes you to the releases page directly to make that a bit clearer.
A little progress on SLS Block 1B:
Could you make the heatshield toggleable?
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4 hours ago, GoldForest said:
Also, controversial thought... Ares I is just a boosterless stretched Delta III.
It really couldn’t be further from that
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4 hours ago, UCTech said:
I have removed those now and currently working on solar panels
Got some questions for y’all
1. Would you rather the landing engines be separate or part of the model
2. Crew capacity? From what i have found nasa only plans to send down 2 astronauts on the first mission but have room for all 4 on the lander
last thing I will say is here is what we are looking at for dependencies
Benjee-10 Shared assets (for NDS)
Kari Starship Expansion Project (for raptor Engines and super heavy booster)
1. Separate part so we can kitbash a bit or something
2. I’d go with a pretty hefty crew size. Maybe 16 or 20. This thing is 150 feet tall anyways.
both dependencies sounds good to me
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4 minutes ago, tater said:
Plug engine concepts were basically that.
Okay great but this is literally a heat shield surrounded by miniature engines. No aerospike nozzle, no plug, just a simple slightly convex heatshield with a ring of nozzles. The only other example I can think of is Roton’s engine situation.
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2 hours ago, cubinator said:
That sounds pretty much like what an aerospike is to me.
I mean it's literally a ring of engines around a standard heat shield
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On 8/25/2022 at 1:57 PM, Beccab said:
The second stage also has an aerospike
I think it is more of a ring of small engines around a heatshield than an aerospike.
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31 minutes ago, Pthigrivi said:
I mean long term as broad swaths of the planet become nearly unlivable probably mars does become fundamentally attractive, but its kind of like Hyperloop, a good enough idea on paper if you don’t look too closely at the fine print to extract billions in investment capital and public tax dollars without any real plan to actually execute. We’re essentially banking on our own selfish, stupid, self-destruction. Who cares if a few billion people living check to check die of starvation and heatstroke if we can pool their meager life worth into billionaires’ vanity projects.
The simple statement, Mars Sucks. It just does, no way to make it habitable and it will probably end up killing any colonists. How about we spend those billions on ways. to make Earth and Human society more sustainable.
Funding to clean energy
ways to reduce waste
Educating and promoting contraception so we can go back to a sustainable population
Hell, maybe even looking into ways we can export heavy industry off planet
But selling the idea of "making life multiplane blah blah blah" is just a quick snake oil pitch.



[1.12.x] Waterfall - a framework for continuous, mesh-driven engine effects (Aug 2)
in KSP1 Mod Development
Posted
A request for someone to adopt this mod or someone with Mac experience to maintain and improve waterfall.
Numerous Mac users including me have issues with the shaders. Certain plumes will often appear through objects. Waterfall is a groundbreaking mod and it's a bummer that it doesn't work fully on macOS. I know nertea is retired but hopefully someone can adopt his mods.
Great examples of the issue: