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Everything posted by MarkusA380
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Most Creative Use of the New Inflatable Heat Shield
MarkusA380 replied to Jetski's topic in KSP1 Challenges & Mission ideas
... SURPRISINGLY WELL! -
Most Creative Use of the New Inflatable Heat Shield
MarkusA380 replied to Jetski's topic in KSP1 Challenges & Mission ideas
It might work as a lift providing surface for an ultralight-style plane.... -
WIP Screenshot 1 ;-)
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Yeah sure, I completely understand. Just trying out the prerlease and it is super shiny! Great work, indeed. Still, Timewarp momentum and surface relative rotation are quite essential for realism, in my opinion (obviously). I just hope its gonna get into one of the future updates, you know.
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Hi Nathan! Cool to see you guys use my mod! You could've added PR functionality to 1.1 vanilla, you know. Anyway, sounds like an awesome idea. [1.1] 1.0.3 Prerelease now out! There is no new content, just a compatibility update with some ductape. Anyway, I'd like to hear about any problems you run into!
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So a "Simple Mode", huh? Yeah, idk if that is really necessary and people would like it...
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Added spacedock.info link.
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Similar to rescuing some botanist guy from mars. Whole community standing together!
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Thanks alot guys. I really appreciate your effort! Looking forward to using the new site! (I swear I'm going to donate something!)
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Almost lost hope! Keep it up, I am so waiting for KSP Multiplayer to become stable reality! Cheers! P.S.: Kerbalstuff shut down! Let's all be silent for our fallen hero!
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@FungusForge Indeed, they look fancy. I am not actively working on the mod atm, so if you find somebody to change it in the repository, I'll sure as hell push a new update! But anyway, got a little of stress right now, finals coming up. P.S.: Might also going to have time afterwards to fix those freaking NRE problems when crashing into the ground...
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I won't. This is a problem the guys from MechJeb need to fix. Sorry, but I won't allow disabling features of my mod because another mod exploits the inaccuracy of vanilla KSP. Yes. 1.0.2 is the mod version, look at the version number in the brackets, PR is compatible with 1.0.x, wich obviously includes 1.0.4 So do you guys want me to change this?
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Okay good to know. Never heard of this bug, I'll try to fix it as soon as possible. What's the exact text of the exception? Well... I could add such a feature. Some say Asteroids spin too fast, you're the first one who wants them to spin even faster. I'd love to know about the opinions from other PR users.
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I am not a hundred percent sure what you are trying to say, but as far as I understood you think that rotation data of one save is loaded in another save. This is not quite possible for two reasons: First, the save data is being named by the name of the save file. So if your game is called "Sandbox", the rotation data is going to be called "PersistentRotation_Sandbox_1.cfg", "PersistentRotation_Sandbox_2.cfg" and so on. So data from different save files can't be mixed up. Second, the vessels rotation data is being saved using the unique ID. It is highly unlikely that two vessels of different save files have the same ID, so even if the cfg's get mixed up, it would not mix up momentum and rotation data. There is a simple reason why I keep all cfg's in the mod folder: I want the mod to be deletable without leaving a mess in the save files. I hope thats understandable.
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Thanks for the positive feedback. Made my day
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Version 1.0.2 released! "We have to go back!" Have fun, guys!
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Okay thanks for the feedback. Ill try to fix it. Edit: Here ya go mate.
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Version 1.0.1 released! So I fixed this "Revert to Flight" problem. Please test it and tell me about your experience.
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Please don't. There is a lot of issues in those versions. I might add that feature back in again.
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The "You know you're playing a lot of KSP when..." thread
MarkusA380 replied to Phenom Anon X's topic in KSP1 Discussion
When watching SpaceX CRS-7 launch (and explode) on livestream and just thinking: "Cmon even I could have done better." I know its not fair. -
What brand of GPU do you use to play KSP?
MarkusA380 replied to Red Iron Crown's topic in KSP1 Discussion
Nvidia GTX 970 dual SLI... hehe -
Easy: It didn't really "do" something like artificial gravity. It just calculated how much artificial gravity there *would* be. I will try to give artificial gravity more meaning and use in the next version. (Maybe collaborate with KeepFit? Let's see...)
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Next update (1.0.0) work in progress. Update: Okay, so I finished working on the WIP version for now, but further testing is still required. All bugs I encountered are fixed. GitHub Repository added (You can contribute if you want). Update 2: Update released! Have fun playing! As always, please tell me about your experience. @nightingale: That problem should be fixed now.
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Typing "I miss my keyboard" using the touchscreen on my phone, eyes closed: I muss ny keyvorad Turned out better than expected.
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True. TUBM is afraid of heights.