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Everything posted by leopardenthusiast
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
leopardenthusiast replied to Galileo's topic in KSP1 Mod Releases
Has anyone been able to get the MH spherical command pods to survive re-entry reliably? Even from LKO, I've had trouble getting them back down - often they just explode before using up most of their ablator, due to their low maximum temperature. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
leopardenthusiast replied to Galileo's topic in KSP1 Mod Releases
I've had this issue a lot on my RSS/RO install. The solution is to go into the tracking station, VAB, or SPH (using the buttons on the bottom left, if you can't click on the building itself), back out to the KSC, and repeat. 2 cycles of that has always fixed it for me. -
[1.12.5] Restock - Revamping KSP's art (August 28)
leopardenthusiast replied to Nertea's topic in KSP1 Mod Releases
I can report essentially the same. It's almost always fine if I set SAS to Hold Retrograde, or let aerodynamic forces hold its attitude, but if I use Stability Assist and try to manually point it retrograde it will burn up. -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
leopardenthusiast replied to Galileo's topic in KSP1 Mod Releases
Pink rings are a known issue with Kopernicus if your game is using OpenGL, which Mac and Linux versions of the game have to. Why are you forcing OpenGL on Windows, though? Why not just use DX11? -
[1.12.5] Restock - Revamping KSP's art (August 28)
leopardenthusiast replied to Nertea's topic in KSP1 Mod Releases
Missing History adds its own versions of the Valiant and Pug, so that's normal. Janitor's Closet can hide them, if you want. -
One possible downside I see is that if something actually wants both a Smokescreen plume and a Waterfall plume, it'll have to add its Smokescreen plume after the blanket patch runs - otherwise it'll just get removed. Seems like a good trade for not having to manually update every time a mod gets Waterfall support, though.
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Since Near Future, Cryogenic Engines, and Kerbal Atomics all have Waterfall plumes now, could the RealPlume plumes for those mods be set not to activate when Waterfall is present? I've removed them from my own install by just completely removing the configs, but it'd be good to not have to mess with it on any other installs I end up making.
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Hi, I'm experiencing an issue with Kopernicus UBEE_1101_46 on KSP 1.10.1 running on Linux where planetary rings are a solid pink colour. The imgur album I linked uses OPM, but I also have the same issue on JNSQ's rings, so I do not believe this is a bug in OPM. To reproduce this issue in a clean environment, I made a completely fresh install of KSP 1.10.1 on Linux through Steam, then installed the following from CKAN: Kopernicus Bleeding Edge Beta - DEV version UBEE_1101_46 ModularFlightIntegrator version 1.2.7.0 ModuleManager version 4.1.4 Outer Planets Mod version 2.2.8 Community Terrain Texture Pack version 1.0.4 Here is my player.log.
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What resolution do you play KSP at?
leopardenthusiast replied to CaelumEtAstra's topic in KSP1 Discussion
1920x1080 on my Radeon HD 5770 and the open-source Linux drivers. It's playable. -
Will you still use Linux after KSP 1.1?
leopardenthusiast replied to peachoftree's topic in KSP1 Discussion
I already use Linux for everything, mostly because it doesn't treat me like I was repeatedly dropped on the head as a child. -
The Name Change Thread (WARNING! ONE TIME ONLY!)
leopardenthusiast replied to Souper's topic in Kerbal Network
Please change my name to leopardenthusiast. -
Also wheels that are perfectly fine with hitting a jump at 220m/s... which is actually about the right speed for the craft it's based on. The landing wouldn't be so hard if it didn't like to flip so much. The huge stacks of winglets are clearly overkill, but I think some roll control is the solution here. The tricky part is adding roll control while keeping its shape (which the winglets definitely did not do). With that in mind, I present version fiveish! The changes are best displayed here. I've removed a Whiplash to shift the centre of thrust into line with the centre of mass, added some control surfaces, turned the airbrakes around to make it look more like the real thing (which I'm probably going to undo, the wrong sides are deploying), and jammed on some batteries so that Jeb doesn't immediately get smeared across a hill when I run out of fuel. Upon taking a jump, it flew perfectly, and... slammed into the ground anyway, because the repulsors couldn't handle the impact. It's an improvement!
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I went back and made a few changes to my AG racer. With the addition of four more Whiplash engines, the removal of the ram air intakes, and some extra wing panels on the underside to make it fly forwards, it's actually pretty good. Still doesn't handle jumps well, though. EDIT: With the addition of some fins to help control pitch, roll, and yaw better, it now completely misses the point.
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I had a go at making the Goteki 45 craft from Wipeout Pulse and Wipeout HD. It goes in lots of directions, most of which are backwards, and it demonstrates perfectly why all my successful hovercraft have had an enormous sail of a wing on top. It also handles jumps poorly (especially when it's going sideways, which is frequently). Still, it's better than my EG-X craft, which wouldn't even hover on the runway without falling over or disintegrating, and was well over 200 parts (a lot more than the 93 parts used on this one).
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I was testing a plane with her. It flew okay, but I crashed it pretty much instantly.
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Honestly, I'm impressed. I expected a lot worse. I like the new aero parts.
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1.0 missing mod key
leopardenthusiast replied to boostme's topic in KSP1 Technical Support (PC, unmodded installs)
That might be the difference, then - I did a completely clean install from Steam, and nothing changed. -
1.0 missing mod key
leopardenthusiast replied to boostme's topic in KSP1 Technical Support (PC, unmodded installs)
How strange. It stayed as right shift for me. Do you have the game from Steam?