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Everything posted by Rakete
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[1.0.1] Firefly - Revamped Atmospheric Effects
Rakete replied to MirageDev's topic in KSP1 Mod Releases
@MirageDev First of all: I LOVE THIS MOD !!! I am pretty sure, the little bugs will get ironed out. I can not emphase enough how much i like what you created! Thank you so so much! I discovered some slight visual bugs (Win-System, not Linux): I can confirm, that the stock drills when stowed into an air protective Shield (here some storage part from Near future Launch vehicles) causes some reentry effects outside the vessel as @Lyra has shown: Secondly: The mod seems to have some little issues with retractable parts like the graphene heat spreaders from Nertea's Heat Controll mod. Here you can see them retracted, but causing heavy reentry effects: -
To my mind it's advisable in general to keep rl politics and patriotism for some country out of gaming forums. RL controverses simply don't have anything in common with the respective gaming forum's content focus. I am pleased, that noone here insists on promoting his/her own nationality. Here we are all the same: dedicated KSP players and content creators. Nothing else should matter. I don't care, if you are american, ukranian, russian, canadian, french, chinese, german, japanese... we are all one community. We shouldn't let RL stuff divide is in our enjoyment of this magnificent space flight sim.
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Sorry to say so, but I think it's not the best descision to remove content or make certain engines bad due to some RL politics issues. Such decisions simply punish the player, who has nothing to do with politics. KSP is a game that is distributed globally. 90% of the players have nothing to do with the countries and people involved. The related RL persons are not affected by removing some parts of a mod for a very niche game. This decision simply hurts the wrong people. P.S.: I still don't know what the reason behind this completely - northern america is not in the focus everywhere in the world. I assume something about Trump & Musk. Don't get me wrong, but we - the mod users - are not guilty... don't punish us by taking away loved content.
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[1.0.1] Firefly - Revamped Atmospheric Effects
Rakete replied to MirageDev's topic in KSP1 Mod Releases
Thanks for quoting, what I quoted myself. This was not helpful. My question was, if the mod auto-detects planets without atmosphere and disables effects. After having looked at the Config of OPM Firefly i found the answer by myself, that only planets with atmosphere have to be configured if you want the effects to be different than in kerbins atmosphere (e.g. different coloring). But neither seem atmosphereless worlds have to be configured nor do atmosphere parameters (like density, atmosphere upper bound etc.) to be entered in the config. It seems to be all about coloring and intensity of the effects. that is what i wanted to know. -
[1.0.1] Firefly - Revamped Atmospheric Effects
Rakete replied to MirageDev's topic in KSP1 Mod Releases
Just a short question: I have some old planetpack installed (REX)... How does firefly behave if the planets are unconfigured: Will Firefly obey, that most planets don't have an atmosphere? Do i have to configure every planet in the mod, or is it sufficient to have a look at the ones with atmospheres and configure them, due to the ones without atmospheres are ignored by firefly automatically? -
ewwhhh okay... I am not aware of every post some billionaire releases - or what he does (on our side of the atlantic, we don't keep track on everything happening in northern america atm, due to many things going on here right now... I mean... the vote in a very populated european country right now is just 2 weeks away...), but i guess it's up to the mod creator to remove content of his mod as he/she pleases. So i am okay with that. But i am kinda confused, that today's politics affect mod contents, as the engineers who developed those engine's aren't responsible on anything the company owner might post or say - they don't neccessarily share his opinion but just developed stuff as part of their job to keep their families supplied with housing, food and stuff... If we followed this thought consequently, we'd have to remove a lot of the rocketry content of the mods due to their origin. There's are some mod parts, that refer to rockets that were developed by engineers working for the most evil dictator in mankind's history with parts manufactured by prisoners working under worst possible inhuman conditions. Some others engines in some mods are parts of rocketry of mass destruction (those which refer to nuclear missiles), and so on... But all in all: I am okay with the decision, due to the fact, that the owner of the mod decides which content he wants to to be in his mod. Just my 2ct...
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eeehhh... for non-americans... What's the reason behind it? Maybe I live under a rock, but for me as un-knowing european the reason is not evident. Can you please explain? Are those engines broken? Never notices any issue - but maybe i haven't used them... don't know... Or is it something political I am not aware of as a non-native-english-speaker?
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Picture of a kerbalized version of the Phoenix? I didn't manage to build one, that looks nice. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Rakete replied to Poodmund's topic in KSP1 Mod Releases
Yeah... Parallax. A mod i have to skip due to fps issues. :-( gtx 1060 unfortunately. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Rakete replied to Poodmund's topic in KSP1 Mod Releases
Ist there a 2024-ish way, to make the opm-planets a bit more beautiful, that works with modern versions of scatterer etc.? The newest visual overhaul of opm is a few years old. Just askin'... -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Thanks, seems to be exactly what I was looking for. Will this still allow rotation of rotateable dockingports? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
A little question on stock and modded dockingports (esp. those without twisting) Is it possible to make them snap into certain discrete angles not any strange random orientation from the whole continuum of numbers? Sometimes you want to dock a vessel in a certain orientation and are visually bothered by a docking orientation deviation of 0.512342 degree or less, which make larger vessel with big panels look aligned wrong... sometime i feel i wish the possible docking orientation were not a continuum but a set of discrete orientations (maybe in 1 degree steps) -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
Googled that mod... looks very good. Any way to be part of that closed beta for testing and bug reporting? (legally, not by leak). Found no forum thread on that. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
This is fully understandable. Sad, that this is the way things go. I can't understand, why people need to leak stuff, that costs almost nothing compared to so many other things in life. As for me myself, I am very thankful for all the work you and all the other modders put into all this KSP 1 has become. I just want to say thank you and hope for a continue on Kopernicus, if things get sorted. [As for my reported bug report: You may want to download the files for maybe having a look at it later on because they are only available till tomorrow about this time, because it's a filehoster free of charge.] For my curiosity: What has exactly happened? What was stolen/pirated? Why should someone do that, given the fact, the affected mods surely won't a super duper premium price tag ? Things that cost less than a tasty steak shouldn't be an issue for the average adult KSP auditorium, I would guess. -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
Kopernicus throws Logspams in my install with the latest version ... The log is constantly flooded with this message: here the logs and the craft file: https://www.filemail.com/d/blwoqctueuuqfbx ( @R-T-B: Available for 7 days, because of free file hoster.) The texted vehicle is a testcraft using solar panels from Planetside, Near Future, SpikeX. The Capsule is from TheMarsian4Ksp... Tested Location KSP-Launchpad and LKO. Installed Planetmods: REX and OPM. Error do not occur with my previous Kopernicus Version (150) -
[WIP] Stock Aircraft Expansion SAE
Rakete replied to Kartoffelkuchen's topic in KSP1 Mod Development
The parts look nice. Where is a download link? -
Bug report The huge antimatterdrive frisbee has once staged and used once still waterfall effects even if throttled to zero. Just for completeness. Issue was also present in fft 1.2.
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Alright, it was just a proposal.
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Good to know. Than also all antimatter using patches will have to be revised too, like this one I made for the blueshift mod to enable the nova facility to create Blueshift's exotic material out of FFT - antimatter: Maybe you may want to offer this patch as an optional extra, ... but it will need recalibration due to your incoming changes to antimatter usage.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Is it possible to get waterfall configs for the RCS modules of the MK4 pack to bring them inline with other parts e.g. from SSPXr ? Right now, they do the old particle stuff and not the beauty of waterfall. -
[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Does one still have to have Extraplanetary Launchoads installed in order to use the new sandcaster things? -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
Hi there, I got a bug report for you. Dynamic Battery Storage calculates energy flow from NF Solarpanels wrong: see here: The energy flow in the game is calculated correctly (the engines are sufficiently supplied and don't stutter), but the DBS display is way off reality... The panels here correctly deliver 72 EC/s into KSPs ressource system. DBS only shows 1.00 EC/s, which is wrong. Fortunately the vessel works correctly. Maybe you want to fix the issue in DBS or NF Solar, if you like to ;-) (Newest DBS version) @Nertea Also: DBS calculates 1 EC/s also even if those OKEB solar panels are retracted. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
@Nertea: What has to be changed in which config in order to make the fishtank experiment resetable by a scientist? I somehow didn't find it myself.