-
Posts
1,175 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rakete
-
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
Rakete replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi there, These modparts seem to look very great. I dare to ask some questions. Does OPT come with full (simpler) IVAs, even if RPM / ASET are not installed? Does OPT Cont. /Reconf. change properties of other parts, that are not exclusively opt parts, eg. stock parts? Are engineplumes waterfallized? Are there any know hard incompatibilities? I ask, because i already have a heavily modded install (e.g. with Nertea's parts, BDA+, Angel-125s mods, Benjees mod,... and some of them also alter properties od stock parts, e.g. enabling them to switch fuels etc.)... anything that would break my mod package if I added OPT to it? If I already had texture flickering (like in some intakeparts from JadeOf Maar's KARE mod), will I have the same depthmask issues here? -
[1.12.x] Near Future Technologies (September 6)
Rakete replied to Nertea's topic in KSP1 Mod Releases
As far as I know the installation of Kerbal Atomics (by Nertea) modifies the LV-N Nerva. There is a patch in the mod folder, that does that. Just delete/rename the patch and you have the stock properties of the part back. Keep an eye open for a cfg-file with LVN or nerva or stock in the filename. -
But the IVAs aren't completed since the Mod presentation on Kottabos channel, right?
-
Compatible with KSP 1.12.x ?
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
I don't use CKAN. There is no new release on github, but on spacedock. Guess I should always check both sources for updates. Are new versions anounced in this thread (to which I subscribed), or should I check regularly?- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Ahh. Thats why I hadn't have that issue - included your report into the bundled reports list above. The linked video is unfortunately not available for me here in central Europe. Sooo flags need temperatures below the absolute zero, right? The kerbal flag scientists open up a whole new branch of physics. Reminds me of James Bond's quarter master Q.... He could also have said, we stick a granade into the flag thing. It looks like a normal flag, unless you push thiiiiiiisssss little button over here. Nobody expects the spanish inquisition an exploding flag.- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
@DocNappers @SuicidalInsanity Do you create/need Git-tickets for the issues? Unfortunately I am not a github user anymore (since github refuses me to reset my lost password somehow - otherwise i would have filed them as issues on git)... Radar-lock-on for air based and groundbased radar in 1.5.6.0 non functioning (but working in 1.5.5.1) (confirmed by SuidicidalInsanity) IR-Missiles do not lock on without active IRST-pod (tested in 1.5.5.1) (confirmed by SuidicidalInsanity) Stock-Ground-Flags explode upon placing (confirmed w/ 1.5.5.1 and 1.5.6.0) (reported by PyjackMeat and Manul, confirmed by SuidicidalInsanity) IRST-Pod not respecting range+- keyboard inputs (tested in 1.5.5.1) (discussed with SuicidalInsanity. Afterwards bug verified by re-testing) Wet-mode-plume of the Ef200 Typhoon engine does not fit to the part. See picture on previous forum page. (tested in 1.5.5.1). It is also an old plume. Upon repair, it could be replaced with a waterfall plume, to match the style of the nicely waterfallized saturn engine, that comes also with bda+ - just a proposal. (Evidence picture see previous thread page) turning on legacy armor makes all crafts be made of wood and therefore explode above 700K. (see report by Manul below) No need to hurry, just wanted to bundle up the things to avoid you having to scroll through here to find the latest reports. All of them are not meant to be complaints. I LOVE your mod. Just trying to help to make things even better / more stable.- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Thanks... I thought the command chair in BDA was for turrets like old WW2-style FLAK-cannons, where user sits right next to the big cannon. Aaahhhh it's meant for the open cockpit.... alright. Closed my support ticket above. sorry for my stupidity.- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Bugreport - Type: Gameplay, Sererity: Medium: If you use the rotational bomb bays, they get not fully emptied. Some bombs can't be released. Tested in BDA+ 1.5.5.1. If you use two bays, at least one of them can be completely emptied Example craft here: Pure Stock + BDA+ https://www.filemail.com/d/eznowqccwrxyhhe (only available for 7 days, because the file hoster is free of charge) EDIT --> obsolete. Must have been a user mistake by loading only 6 bombs on each the rig. Seems to work with 8 or4 bombs- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
It does not ;-) see here ;-) put the cursor on the blue github button and observe link target in your browser... minor thing Would be helpfull for others, if the OP changed the link in his post to your above mentioned.
-
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Bugreport: Type: defective part definition, Severity: Medium Open Cockpit Mk1 doesn't accept any Kerbals to sit in. Evidence: Edit: --> bugreport obsolete: See posts below. User mistake.... didn't know, that you have to to put a command chair in it. Ignore my question.- 697 replies
-
- bdarmory plus
- bda+
-
(and 2 more)
Tagged with:
-
Nope... When I follow the git-link in the OP i get to see the following: maybe the link in the OP targets directly an outdated release. I love the new airports. Thank you very much. No complaint, but a little bit of feedback: May I give some minor-Bugreports for v. 1.0.1: The KSC2 launchpad spawns rockets not on the launchpad, but on top of the old VAB (Update 04.02.2023; Fixed by new Kopernicus 150 release by @R-T-B Thx!) Baikerbanur (KSC2): the tower of the old VAB is partially on the runway (Update 04.02.2023; Fixed by new Kopernicus 150 release by @R-T-B Thx!) Kermundson is listed as Rocket launch site, but has only a runway. That's why rockets spawn on the runway. Should not be configured as a VAB-launchsite for rockets. South lake is listed as Rocket launch site, but has only a runway. That's why rockets spawn on the runway. Should not be configured as a VAB-launchsite for rockets. Texture of the Kojave Airport are very very bright compared to the sand around. Maybe a glitch? Cape Kerman has a strange name on the Launchpad with a lot of underlines. That's also the name with which it appears in the launchmenu. Maybe forgotten renaming/cleanup
-
Info for the OP: Spacedock and Github do not share the same newest version of this mod. The version on git is outdated. Hopefully they are named in a good way, so that I can understand, where the position is based on the launchsite name.
-
Sounds great, I will give it a try... Here we are only talking about runways and airports. The don't come with more rocket launchpads, right ? (i have already a great selection and do not necesarily need more)
-
Ah, I considered those just to be pure contract packs. How can I differentiate between the the bases from KS remastered and GAP-extras etc.? The coast bases are blue in the map are coast bases - and the other airports/strips? Only the ones with bigger letters are included in ksr (basic package)?
-
All these airports are included in the Kerbin Side remastered pack? Wow. How hard do they pull on the performance? Do I have to discover them all?
-
Will try it tomorrrow. Is there a map, where to find those new Airports and launchsites?
-
So the KSC-extensions from kerbinside remastered do not create a chaos with KSC extended, right?
-
Is it compatible with KSC Extended or have I to reconfigure configs?
-
[WIP] Nert's Dev Thread - Current: various updates
Rakete replied to Nertea's topic in KSP1 Mod Development
NFE 2.0 somewhere in the horizon? -
Alright. Didn't understand it, cause i was not into ksp modding when that was seemingly an issue. Got all my installed mods from github or spacedock... and scanned them via virustotal trust is good, check is better - at least concerning security issues.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Rakete replied to Nertea's topic in KSP1 Mod Releases
One of the SSPXr-Parts causes an error: -
Malware? Should I be concerned?
-
[1.12.5] Tea Kettle RCS 1.3 | Feb 19, 2025
Rakete replied to JadeOfMaar's topic in KSP1 Mod Releases
This means, I will not be able to use them, cause I have no other reactors than nertea's great ones at hand, right? -
It looks good with the upper-1. I guess, that the other template is in place to make the engine bell of the nerva glow slightly. So I will go along with the upper-1 plume from the config. It makes it look good and that's sufficient for me. Somehow I feel, I shouldn't over-use the KARE-engines, 'cause they are kinda overpowered by not needing any ressources in atmospheric flight except fresh nice air.