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waffleface
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Everything posted by waffleface
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Followup: Is there a way to hide the GUI? Even with 000_toolbar I can't seem to minimize/hide the biome menu
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This may be a dumb question, but does this work with SCANSAT's biome mapping if i have both installed? If not, is there a way to get them to work together?
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I'd like to, but I think I'd run out of memory since I have a bunch of mods running. Guess I'll have to try!
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Ah, didn't notice the default is already 4k . 8k matte kerbin with clouds is gorgeous though, I'm using the 4k pack for everything else.
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Is 'the 4k' pack mushroomman's cloud pack? Or did I miss some other bunch of 4k textures?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
waffleface replied to sirkut's topic in KSP1 Mod Releases
When you make new versions of Damned's hinges, please also add small version . I've been trying to make a folding platform for a tiny rover to drive off of, but the huge hinge part makes it look unsightly. Being able to configure starting angle from VAB would be great too. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
waffleface replied to Normak's topic in KSP1 Mod Releases
Can't wait for those solar panels to be fixed, they're some of my favourites and it was always disappointing to have to re-deploy them. -
Yeah, that's what I did, and its a significant performance improvement. Even then though, these parts seem to cause a lot of load on lowpart stations when others don't. My station core made up up only Fustek is < 50 parts and i'm getting ~10fps. A B9 200+ parts station meanwhile does great on 30+fps.I havent ruled out if its specific parts (the cupola seems to cause a lot of load), but it's significant nonetheless. Don't get me wrong, I love the parts - but there's something about them that makes them very performance-heavy, even in the VAB compared to similar parts. Dragging an 8+ fustek part station in the VAB takes way longer and is choppier than dragging anything with 10 times the parts. This thing for instance takes several seconds to 'load' when dragging and is at < 10fps while it's selected. It's 45 parts total. A 120+ other station is much faster to drag/edit.
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Could you make the 'Detach' function on grappling hooks a toggle mode? Right now it seems like 'detach' only works for a while, but after that the hooks will still attach to any surface. As a practical example I have a rover that uses radial winches with grappling hooks to stabilize itself as its a construction rover. I have action groups set up to first detach all hooks, and then retract cable. What happens is that one set will do it properly, because it's closer to the ground, but retracting the other set takes longer, and the hooks will re-attach to the ground, literally pulling the rover underground into destruction. Since action groups don't allow repeated commands, this is kind of a downer. To test: Put a KAS winch on any body, and put another at a higher altitude on some struts. Set both to the same action group for 'eject', and another action group for 'detach' and 'retract cable'. The lower ones will work fine, the higher altitude ones will detach, start to retract, and at some point the hooks will re-attach to the ground.
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Offhand Suggestions, regardless of feasibility that I'd love to see for this kind of part: - Resource indicators - similar to the 'Resources' tab, like a bar graph - Readouts of any 'scientific' parts attached to the vessel (eg temperature)
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Turns out Kerbin captured a passing asteroid as a rogue moon in in accentric polar orbit, and KerbinX are currently setting up mining operations without our knowing. A manned mission will soon rendezvous with this operation to gauge their intentions. An unmanned probe made some visual images shortly before an unanticipated lifetime event closure. Further diplomatic events are pending a future docking mission to this station.