Atheu
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Everything posted by Atheu
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KSP Interstellar Extended Continued Development Thread
Atheu replied to FreeThinker's topic in KSP1 Mod Development
Actually i take that back, 1.6.8 is up and running -
KSP Interstellar Extended Continued Development Thread
Atheu replied to FreeThinker's topic in KSP1 Mod Development
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KSP Interstellar Extended Continued Development Thread
Atheu replied to FreeThinker's topic in KSP1 Mod Development
With NFE I have noticed something with the antimatter containers, I'm not sure if this bug remains with non NFE version. Bug: When antimatter is present in the containers, running out of power does not initiate discharge sequence, meaning the containers will NOT explode. Affected Parts: Large Antimatter Canister, Small Antimatter Canister, Small Antimatter Bottle -
KSP Interstellar Extended Continued Development Thread
Atheu replied to FreeThinker's topic in KSP1 Mod Development
I do have NF installed, also i have noticed it has pretty effectively caused the Alcubierre Drive to become a giant paperweight, it can't even charge with two antimatter reactors pasted to it. It's Currently requiring 2318MW to warp, and won't even collect ExoticMatter, Will there be an adjustment to this? -
KSP Interstellar Extended Continued Development Thread
Atheu replied to FreeThinker's topic in KSP1 Mod Development
I have been pulling my hair out for the past hour trying to figure out how to get the max MJ out of the charged particle generators, they say they can hold up to 40 GJ but they are only holding a max of 14 MJ in the storage. and this is with an antimatter reactor attached to them, I'm not sure what I'm doing wrong, also, The max power output for the 2.5m reactor has only been about 240 MW (for two generators attached) Is there something wrong with this or no? -
Is it at all possible to add in the parachute arm/deploy/cut buttons? i know alex had these in his ASET pack, and in the ALCOR capsule. would be helpful for those "sticky situations" during a launch abort
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Any time frame on the new IVA's? can't wait to see them with the new features included in the latest patches.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Atheu replied to BahamutoD's topic in KSP1 Mod Development
I have noticed an issue with firing missiles, at random times after firing AGM missiles, my intakes on my plane will become "occluded", causing my engines to cut out, makes it very hard to avoid missiles and to fly for that matter. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Atheu replied to BahamutoD's topic in KSP1 Mod Development
was trying to fire using a joystick. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Atheu replied to BahamutoD's topic in KSP1 Mod Development
I have noticed you cannot fire the GAU-8 using action groups. any way you could check this? -
i'd love an abort button and action group buttons in every cockpit, aset hasn't done a revamp for every cockpit, and i have no idea how i would place the props. any idea what program i would need in order to do so?
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Atheu replied to Mihara's topic in KSP1 Mod Releases
issue is with they would have to simplify a little, because of the Scansat module in it, as well as autopilot features from mechjeb If this does become stock, the features i hope they include from RPM itself Cameras - because who doesn't want to be able to see where the docking is going and other parts of the ship Orbital stats/graphic Delta-V stats Gauge Panels for fuel/oxy/electricity/ore Heat indicators In cockpit Abort buttons Some of the features would have to be reworked because of dependency on mods, so they would have to work on that first -
MK3424 i have noticed this bug as well
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this is what my current state is too
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Time to launch a little craft and land it nearby, need that flag, don't have rover parts yet.
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The current default for launching KSP through steam is the original 32bit client, my suggestion to this is possibly changing this to launch the launcher instead of the client. Pros: You can adjust the settings before launching the game itself option of turning off the launcher. being able to select 32 bit or 64 bit. Steam Tracking for both versions Less confusing trying to rig up KSP to launch 64bit version (lot of things with launch options through steam, going to adding a non tracking version "non steam game shortcut") Able to select the AMD compatable mode (depending on if you run AMD graphics or processor - in my case I do) Cons: an extra (yet possibly removable) step before launching the game. may be confusing for some people. --- as for now, if anyone wants to use the launcher through steam 1. right click KSP in library 2. properties 3. click "Set Launch Options" 4.Copy and paste this line into the field: "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\Launcher.exe" %command%
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I love the orange tanks to be honest, I think it gives character, but i could suggest if you don't like it try to reskin it with a texture mod.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Atheu replied to Fractal_UK's topic in KSP1 Mod Releases
Magnometers do not have the capability to take the data and put into command pod. would be nice if there was a way to do so, had to take a very heavy lander and land it back on kerbin. although I'm glad Jebediah was the pilot.