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R-T-B

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    Priest of the Evil Frog God (Repent, frog food!)

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  1. The main menu code spins them faster the slower they spin in the actual game, so no, tidally locked is always going to spin like nuts. I have no idea why its like that but go figure.
  2. I believe this is due to the "decal" not being moved along with the KSC (that's the little land patch it sits on. FWIW, I think SigmaDimensions won't have this issue. Although the codebase there is somewhat older (and I thus wish this author nothing but success), it does work pretty well.
  3. It is. It does something different everytime. It just gets more irritating the more I poke at it. I'm going to leave it alone for a bit and hope it forgets about me. KSC2 is haunted.
  4. New in this latest version release-223: 1.) KSC2 has to keep it's duplicate commnet node as it causes SCANSAT to crash otherwise. Thus, readded it and set it to zero range and removed it from lists as a compromise. 2.) KSC2 is STILL frickin' weird. See Known Bugs & Caveats for known bugs.
  5. New in this latest version release-222: 1.) KSC2 handling code hotfix for an additonal Commnet node spontanously appearing out of nowhere (again). 2.) KSC2 is frickin' weird. See Known Bugs & Caveats for known bugs.
  6. New in this latest version release-221: 1.) KSC2 handling code underwent a bugfix so it unpacks correctly again, rather than all inside itself (ick). KSC2 is still friggin' weird in how it's implemented, so I doubt you can do much more editing than to add/remove it. Testing welcome. 2.) There might be some preliminary work in this build to support comets. There might be bugs related to that framework being added, I dunno. But there certainly isn't any comets (yet). Someday, there might be. See Known Bugs & Caveats for known bugs.
  7. The OPs wishes should always take precedence frankly. [snip]
  8. That's really his decision not ours given we aren't exactly paying. You are free to revert or download another mod. That's valid too, of course.
  9. Yeah, sorry LGG, all I can really say here is "reach out to the author" because that sounds like a basic config error. Been herding comets btw, hence my quasi-silence here. Expect a report soon.
  10. I mean if it's a soft deprecation nothing is going to break in flight, you just can't design new craft with it. Given the situation, I respect the authors wishes. If you really need them for new craft, just version lock or something. KSP isn't a moving target anymore, really.
  11. Honestly? Laziness. I tried years ago to add comets to the Kopernicus Generator and it beat me up so now I am afraid/too lazy to try again. I'm actually considering trying again this February, so stand by and see if I get brave enough, lol. Not that I know of... but people have done some crazy things by importing premade models as cache files. Not entirely sure of the specifics there.
  12. I'm unaware of this problem. If anyone ever gets it, logs would help me know what's going on.
  13. New in this latest version release-220: 1.) A small hotfix for the light intensity on setting "KSCLightsAlwaysOn." previously they were only roughly "50% on" in brightness, now they are fully on. See Known Bugs & Caveats for known bugs.
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