Jay
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Everything posted by Jay
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That'd be because it wasn't. ENB is a generic DX injector.
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Derpy Hooves is the kind of pegasus that would actually need something like this...
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[v1.3!] Silisko Industries Doughnut Research & Spacecraft Development
Jay replied to NovaSilisko's topic in KSP1 Mod Releases
Thrust / Fuel Consumption = Fuel Efficiency.As such, higher is better. It's being multiplied by weight, by which LOWER is better. So, you get a broken ranking. Divide by weight instead and it should work as a fuel efficiency to weight ratio, IE higher being better. -
I've received no email apart from the one from Paypal also. Is it coming from one of your .mx addresses? My draconian ISP might be blocking the email altogether for that reason... E: And now received. Poof.
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Everything falls apart when it touches terrain!
Jay replied to iamwearingpants's topic in KSP1 Mod Development
0.10 should fix that, courtesy of the new terrain engine. Even though it is a bug, it's not exactly necessary to report it, because the problem mechanic is already being totally rewritten -
Everything falls apart when it touches terrain!
Jay replied to iamwearingpants's topic in KSP1 Mod Development
That sounds like overflow to me, not a working value.Try something sane -
[ Suggestion ] Prefix part folders with unique identifier
Jay replied to lemon1324's topic in KSP1 Mod Development
Yes. Please, do use unique identifiers in your part folder names, modders. -
How to land at the launch pad.
Jay replied to x5060's topic in KSP1 Gameplay Questions and Tutorials
Deorbiting on top of the pad without power is arguably a more skillful maneuver than doing it with engines It takes a lot of planning (or dumb luck), though, because you only have the one shot at it, obviously. -
Everything falls apart when it touches terrain!
Jay replied to iamwearingpants's topic in KSP1 Mod Development
20 m/s is above the current 'safe' threshold of 15 m/s for the connection strength at the moment. Land slower EDIT: I guess there are settings available for configuring the connections, that haven't been used at all yet, so are only noted on the wiki, or something? No clue if they even work, if so, but... EDIT2: So there are. breakingForce - How much will the attachment between this part and the part it's connected to resist to linear forces? breakingTorque - How much will the attachment resist rotational forces? Still no idea if they actually function as intended at current, but... -
[v1.3!] Silisko Industries Doughnut Research & Spacecraft Development
Jay replied to NovaSilisko's topic in KSP1 Mod Releases
Uh. Delete/backup the original mk1pod folder and rename this one to that? Pretty sure that's all the one you linked does. -
[v1.3!] Silisko Industries Doughnut Research & Spacecraft Development
Jay replied to NovaSilisko's topic in KSP1 Mod Releases
You probably already know this, but your 2m parts aren't actually 2m ;P -
I see a face in that there moon. Where's Link when you need him?
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Are they set properly for symmetry purposes? (The copy I have isn't, at least...) I know, I know, trifold symmetry with the attach-points is hard to screw up. But it makes building with them go faster, at least.
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We have a tower, but it doesn't actually do anything yet.