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KSP2 Release Notes
Everything posted by colmo
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
colmo replied to Arsonide's topic in KSP1 Mod Releases
This contract made me laugh - it's the plot from Sunshine, or close to it. I'm thinking Trojan orbit, should I ever want to either man it or get the ten Kerbals back... http://steamcommunity.com/sharedfiles/filedetails/?id=294186004 -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
colmo replied to Nereid's topic in KSP1 Mod Releases
Bug report: The 250t+ vehicle crew and 6g+ ribbons awarded...for an EVA report and sample collected from a one-man pod on the launchpad. The Kerbal was recovered outside the capsule. http://steamcommunity.com/sharedfiles/filedetails/?id=294181541 -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
colmo replied to Arsonide's topic in KSP1 Mod Releases
I went into the debug menu and cancelled the existing aerial survey contracts only (nothing else), and fast forwarded one Kerbin day, to find a nice fresh batch of contracts, both yours and default. I accepted two aerial surveys and their waypoints are visible on the map screen. Take this as confirmation that your fix worked for me. If the waypoints were also visible on the tracking station, that would be gravy. -
Manley for the schooling. Danny2462 and SWDennis for the laughs. HOCgaming for his dulcet tones (hard to believe he's a kid!) - there's a career in radio if he ever wants it. Robbaz for the Eurotrash accent and puerile jokes. Nassault and Streetlamp Pro for the emotional cinematics. Jacksepticeye for the hyperenthusiasm, if not much actual skill. m1sz for jaw-dropping use of robotics. And a wee shout out to a new guy, The Old Gaming Geezer, who's relaxed, easy-going delivery is like hot cocoa on a winter evening. Give him a go, he doesn't get many hits.
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For Linux users, you can get Unity to run in Wine. Following https://appdb.winehq.org/objectManager.php?sClass=version&iId=30451, I succeeded by installing via PlayOnLinux, in a 32bit virtual drive, with the mentioned registry fix (manually edit the registry using PoL's Configure menu), and tahoma copied to the drive_c/windows/fonts directory of the virtual drive.
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Just a wee mention that the 45m runway still has no tech node assigned to it. Was rather flummoxed that the most vital bit of the carrier was missing when those parts unlocked! Edit: Now fixed, but wondering what these broken bits of runway are doing stuck to the underside of the 45m deck part? http://steamcommunity.com/sharedfiles/filedetails/?id=293615998 Edit2: I had some difficulty with the fore and aft crew cabins - it took me a while to even find the hatches, and they didn't respond to some fairly insistent right-clicking, possibly because they were so far away from the centre of mass and thus the camera on the ship. Thus, I was unable to retrieve crew from them. There's also mention in their description blurb of access via lifts and stairs which iirc refers to old versions of these parts. I've also noticed weird behaviour by the camera over water - it stops responding to arrow keys, but the mouse still works. I think this is to do with the sub mod. I do hope the carrier gets a polish - it really is the centrepiece of Infinite dice's work. P.S. The water launch system finally works!
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
colmo replied to Arsonide's topic in KSP1 Mod Releases
Just updated to 0.52a, and have lost the markers for aerial surveys all over Kerbin, though the contracts are still live. Any ideas how to fix that? -
Nothing big so far, one SRB accident due to struts unavailability, and Jeb keeps sneaking onto my unmanned rescue rockets.
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I didn't see a suggestion for upgrading existing stations and bases? The contract could specify adding an additional module with a set list of parts (which make some sort of sense - a science module, comms module, solar array etc.) to an existing specified craft. Renaming could cause issues though. I'm not sure if the map designations (station, probe, base, rover etc.) could be used to filter out unmanned satellites?
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The Linux compatibility thread!
colmo replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm, issues with 0.24, 32 and 64 bit: Clean install via Steam, progress bar doesn't budge on startup, no part loading text, just loading screens and messages which cycle but go nowhere, game never loads. Using OpenSuse 13.1, nVidia Geforce 660, Steam and non-Steam. P.S. Weird. Copied my ARM folder back as the main folder and ran an integrity check and update via Steam. That appears to have fixed it, loading as normal now. There's a load of mods that'll likely not work, but time to prune those out. -
I was specifically interested in Linux. Most of the issues with 64 bit appear to apply to Windows? 64 bit has been virtually perfect for the last few versions on Linux. I'll give it a go and report back - AFK right now so haven't got my mitts on 0.24 as yet.
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When I tested KSO on 64 bit Linux, it worked fine. Is this still the case in 0.24?
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What would happen if Kerbal Space Program was sold to EA?
colmo replied to pauldbk99's topic in Forum Games!
The average IQ of EA games players would double. -
Done. Kerbal Space Program: Boom or Bust.
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Remove pitch control from everything except the front canards. Try to take off. If the plane no longer crashes on take off, then the original problem was downforce causing your wheels to buckle. The rear wheels are also too far apart, placing a lot of stress on your wing attachments.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
colmo replied to InfiniteDice's topic in KSP1 Mod Releases
I'm suspect someone has already mentioned it, but the RBI caterpillar tracks just became public domain - this seems the natural home for them, allowing full tracked tanks? -
With the latest patch for Kerbtown, launch sites work again, but the models require updating to specify the launch position, otherwise craft spawn at the model's origin. Would love to try this again.
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If a mod works in Windows but not in Linux, check the case of the folders - Linux has case sensitivity in directories and filenames, Windows doesn't. Beyond that, ask on the Linux thread.
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Please have more of the President - he's a brilliant character, some of the best lines in the series, and he's only appeared in one episode. You surely channelled Dr. Strangelove when writing him. Some Jonathan Swift-esque biting polemic as well - I can't believe you managed to made Ned a Snowden analog! Good grief, this second part has been going over a year - you launched from the old KSC! You should use Kerbin City for a few scenes, at least, in the next one. Oh, the mods you have to choose from now....drool...
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[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
colmo replied to BahamutoD's topic in KSP1 Mod Development
Really? I'm guessing a plane that is naturally very stable works best. Without FAR (that would not end well!), big planes are the most stable. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
colmo replied to BahamutoD's topic in KSP1 Mod Development
Mightily impressive - aircraft control seems much improved: -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
colmo replied to Porkjet's topic in KSP1 Mod Development
Does the port telescopically extend? I'd be worried about pranging the doors. Great idea to include monoprop.