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wisdomsavingthrow

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Everything posted by wisdomsavingthrow

  1. Thanks for bringing my rocket plumes to the next level! So much love to all y'all who work so hard to make our games look so amazing. adding Waterfall on top of everything else is a marked improvement, as seen here in a little before/after:
  2. I believe I've found a bit of a model issue - it's a nitpick, but it's there. The PDT-MULT 1.25m node is slightly off-center, particularly in its 3-way mode. I've taken some pictures demonstrating the issue here: https://imgur.com/a/6QYtGiD
  3. I also appear to be having issues with the lastest version not populating at all - I re-installed the contract pack to deal with the comet experiments thing, and now none of the contracts will even generate. Contract Configurator doesn't even recognize it as a pack any longer.
  4. Update: I think this issue with the RCS might just be an innate issue with Restock, not to do with 1.11.1 - it was the same in my 1.11.0 backup, just checked.
  5. going through 1.11.1 now, and I'm finding a couple little things here and there - nothing huge. the Place Anywhere 1 Linear RCS Port (the small single one) has literally no hitbox. I cannot move or select it once placed. the new Mk1 and Mk2 Illuminator revamps override Restock's. that's all I've got, good luck. Thanks for all you do.
  6. Hey all, hope the team has had a good start to their year! On absolute pins and needles waiting, but these things take time, and I'm always so grateful for all the work modders do to improve the gameplay experience for everyone in the KSP community. Thank you, and I'm excited to see what's coming up!
  7. Happy Holidays and thanks for all the work you do maintaining this mod and so many others! I’ve run up against an issue that’s put me in a spot of bother - started running KSP on OpenGL, and suddenly any camera filter (static, black and white, docking reticule, etc.) turns the screen black and doesn’t render correctly. There was a “dirty fix” up thread about 4 years back, but the link is broken now - anyone have any leads on how to get the filters working on OpenGL?
  8. Got a couple for ya, one in NF Aero and one in NF Spacecraft. The fan animations still seem to be busted in 1.11, and the Callisto pod from NFS has a slight separation between joins on the top.
  9. The update's currently in progress - as stated by Nertea up-thread, they're doing an impact assessment to see what from 1.11 has affected the mod.
  10. Hate to keep dumping on the thread, but I've got another one in case y'all miss it in a damage assessment - Twin Boar's revamp doesn't seem to want to load in 1.11 - did a fresh install to make sure it wasn't something I'd knocked outta place, but no dice. Only showing up as its stock variant.
  11. Oh! hrmm. submitting it to the Squad bug tracker, in that case.
  12. Confirming this - all the deployable gear has the same issue. Each one shown is 'off', stuck in the 'on' position animation-wise.
  13. Hey, just wanted to send a thanks for all the work all y'all on the team do, and a pre-emptive thanks to combat the inevitable "Where's the 1.11 update!!!" that should start any minute now. For my own experience at the moment, Restock and Restock+ are working fine with 1.11 - the stock RCS block has the option to switch (but can't, since Restock doesn't recognize the new variants), but that was expected, and Restock+ makes up for it in the meantime. Nothing else is amiss, so I can keep chugging along happily with my modded save EDIT: Just found another 1.11 incompatibility, just a small one - the new lights system means that the Illuminator Mk1 and Mk2 lights don't animate properly, so the part itself remains 'dark' even when the light is on. Noting it here in case anyone else has the same issue - not adding it to the Issue Tracker since it's a new version thing, just a little thing to tweak in the eventual compatibility update. EDIT 2: the Mk2 illuminator is stuck in the 'on' position, while the Mk1 is stuck 'off' as shown below. the actual light works, the part animation is just busted.
  14. (technically the last couple days) I made biome maps for Eve and Moho, because I'm sick of guesswork when trying to plan missions for science. They're colorblind-accessible, too!
  15. Worked on my (Re)stock-alike SLS, which I've found works perfectly in my 1.7x scale Kerbol system - it can put an Orion-alike capsule onto a Munar trajectory, just like the real thing.
  16. I spent today fiddling with mod stuff - mostly trimming Bluedog Design Bureau, figuring out which parts I like and which are redundant, etc - that little Gemini moon lander is so cute!
  17. Today's activities were pretty much just mod testing - writing and re-writing science definitions, fiddling with Rescale configs, etc. - I did take a moment to test an Apollo lander replica on my rescaled Mun, though. That was nice.
  18. Made a forum account just to say - absolutely love this contract pack, it's a must-have for any career I play! Thanks for all the work you put in on it!
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