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KSP2 Release Notes
Everything posted by Castun
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[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
Castun replied to PDCWolf's topic in KSP1 Mod Releases
Is there a good mod that only alters the tech tree progression for a realistic balance? Better than Starting Manned alters too much other stuff for my tastes. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Castun replied to stupid_chris's topic in KSP1 Mod Releases
Can also confirm. Was having rapid unplanned disassembly at 6 KM, built a new rocket from scratch and it doesn't fall apart now, but there is still NullRefException spam. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Castun replied to stupid_chris's topic in KSP1 Mod Releases
I did a fresh install of Real Chutes by deleting the folder and replacing with latest version. Also, I have the full menu when clicking on the PRIMARY chute I placed, but the symmetry counterparts are where the problem is. The primary shows up in staging but the symmetry counterparts do not. Yup, fresh install of Real Chutes here too. Only running a handful of basic mods which never caused a problem with Real Chutes before. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Castun replied to stupid_chris's topic in KSP1 Mod Releases
With the latest bugfix, now I have a problem where placing chutes in symmetry mode only shows one icon in the staging, and seems to cause me some odd behavior on launch like there is uneven weight or drag that pulls to one side. Also, clicking on the other symmetry counterparts in the action menu doesn't show a proper full menu. -
Astronomer's Visual pack V3 BETA is out and it looks great!
Castun replied to Majorjim!'s topic in KSP1 Mods Discussions
Features for another upcoming release then? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Castun replied to shaw's topic in KSP1 Mod Releases
Hmm, well if that's the case I may just live without the unique Kerbal faces for now then. I'm still using Astronomer's pack and love my clouds, dammit! -
There is the standalone version that has the docking camera implementation, but also includes the distance tweak.
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I bet your flag was the flag with the KSP logo. It's whatever mission flag you have set to the craft. I have it with all the NASA engines and SRBs.
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- renaissance compilation
- visual enhancements
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Sounds like perhaps something isn't installed correctly on your end. All of the PFairings bases should give you several options, from adding and removing fairing nodes, to the size of the base and fairings themselves.
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The CoM & collision mesh is also centered underneath the single node point also. I modified mine to be surface attachable so I could attach cameras and whatnot to them, and found this out.
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Awesome job man...now to check and make sure parts don't get shifted around when loading.
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Castun replied to Athlonic's topic in KSP1 Mod Releases
Awesome mod! I take it nobody has gone over the audio to Kerbalize it yet? I notice that's still a future feature listed. -
HotRockets! Particle FX Replacement + Tutorial
Castun replied to Nazari1382's topic in KSP1 Mod Development
Well NOW you're not.... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Castun replied to rbray89's topic in KSP1 Mod Releases
Unfortunately I think that's an engine limitation that requires Squad to fix. Mainly that objects (including planets and moons) don't cast shadows beyond a certain distance. -
I tried fiddling around with it a bit, but haven't had any success. FStextureswitcher requires the sub-object in the model itself to be named explicitly, and since there are duplicate object names used when listing the debug's 'list objects' it doesn't seem to work with the way the current fairing models are setup. Dear God man, why must you torture us so?
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So I've just started to play around with the texture switcher feature of the plugin, and was toying around with procedural fairings trying to get it to cycle multiple textures, but was having some issues. If I want it to swap the texture for the entire model, does it need to have a sub object name defined still or how does that work? To start I tried out a single texture and normal map, and it lists it as an alternate texture in the VAB info for the fairing, but clicking the next texture button doesn't do anything.
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Yeah, if I remove the fairing bases the problem doesn't happen, though the craft is still shifted upwards several meters every time I modify and reload the design in the VAB.