slyfox023
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Posts posted by slyfox023
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8 hours ago, Friznit said:
What's missing?
from what I can understand from the page, everything is there, but how to build it is not, for a example, I don't know how to fully build the Cassini probe, or the voyager 2 probe, in a basic sense like that, of course there are some guides for some of the probes, but unless you know how to build every probe the mod offers or know about how the probes were made it's not easy to understand it
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I got a small question, will you and your team be able to make a comprehensive wiki on your crafts? I understand there's a unofficial wiki, but it sadly doesn't cover all of the craft build guides
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just come back to ask, have you found a way for the arm to work without it freaking out?
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well damn, I at least hope it comes out well, take as much time as you need mate, no rush, honestly I can't wait to use it when you eventually release it
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how do I control this like you do in the video? because from what I can find there's no guide on how to use your mod, it's a really amazing mod btw, just wanna know how to use it properly, also there's a problem where it doesn't work with the HT Robotics for some reason
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just wanted to ask, what's with the Ballute and the KS-ML Milling Lathe parts? they currently have no textures on them so they're 1 solid color, that also goes for the inline SAS modules as well, just wanted to ask because I haven't seen an update to the mod in quite awhile
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have you abandoned this mod?
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I've wanted to ask, will you be moving this mod to KSP 2 once mod supports gets added?
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5 hours ago, Kari said:
what do you mean? booster aero works with stock aerodynamics just fine.
Try setting your graphic settings like this:
Reflection Texture Resolution: at least 256
Reflection Refresh Rate: at least Medium
Render Quality: at least Goodif it doesn't work, screenshot the vessel in flight and share it here or on our Discord
the booster's engines are giving no lift and the stack falls through the engine, but the game still thinks it's connected to it
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On 3/12/2023 at 5:49 PM, Kari said:
Hello again, almost doubling the number of updates from last year lmao
Again, another minor update, just 2 issues that are not meaningful for the majority
Version 2.0.2 Changelog- Fixed Cluster staging icon not disappearing when all engines are disabled
- Fixed incompatibility with MechJeb Primer Vector Guidance
Also we have some new parts coming soon™. Not SN parts yet, but they follow the non-heatshield theme
As always, download is available at Spacedock, GitHub and CKAN.
I can add the cargo door variant, but making a dispenser that works the same on KSP is unlikely to pretty much impossible
Nice that you fixed it, but that's another mod
I don't provide craft files, those are most likely @Janus92
We were not smart enough to make the booster behave like we wanted to on EDL without having the cluster aero screwing everything, so we removed it lmao
when will this be fixed? because I can't use this mod if the booster doesn't lift anything, it's also confusing me considering previous installations had it working, but with the new updates it no longer works
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for some reason the engines aren't giving any lift, do you know why?
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I was wondering what the Future of KSP2 will bring for us, we all know about the road map but what about individual things? for the second game, I was hoping that we would most likely get Starship like parts since SpaceX is planning a launch soon this coming month, if you guys were to ever implement those into KSP2 I think that would be really cool
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I wanted to make note that the Atmospheric scoops aren't working, I've looked that the fourms and it says to use an Atmospheric intake but not the stock one, I've used all but stock and there's no atmo scoop in your mod, how do I properly use it? also everytime I load the scoop in, it says it's "offline" and "closed"
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
is the Update already out? did I miss something?