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Logicsol

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Everything posted by Logicsol

  1. I've been having some issues with the Advanced Goo wedge always sticking out. Both graphically annoying and it causes extra drag in FAR. It might be a conflict though, I'm pretty heavily modded.
  2. That seems a lot better. I agree that part of the problem is the general perception of "Rated" burn time. It's fairly unintuitive for there to be a greater than 50% failure rate at levels just under the rating. That should be rare, under 5% below 100% of the time rating.
  3. Of JNSQ(0.8.6) or of KSP (1.8.1)? JNSQ isn't compatible to 1.8.1, which could certainly cause issues.
  4. Changing the max sky brightness in setting massively effects this. If you go into the mods config files, you can also set this higher than the 100% allowed by the control panel (1 = 100%, 1.5 = 150% etc) I find this helpful if running a mod like KS3P that darkens things.
  5. FYI there is a 1.8.1 compatble version of this here But even then you might run into the same thing, this is likely caused by the dynamic sky dimming setting. If you set the max sky brightness higher you should get your skybox back. (This setting is responsible for skybox dimming when looking at a solar light source or a body reflecting it)
  6. Sorry for the late reply, I'm using beta3 on 1.8.1, so no Distant Objects mod. I'll try playing around with the color grading more.
  7. Thanks! I THINK that lead me to a fix. I've added :HAS[~RestockIgnore[*]]:FOR[ReStock] after +PART[liquidEngine2] online line 3 of \parts\UKSliquidEngineLVT05.cfg and UKSliquidEngineLVT10.cfg (just [liquidEngine] for the 05). And the engines are showing up again. A bit of a hack I think since this would probably break it for anyone not running restock, but it shouldn't be needed for anyone not running it.
  8. What's the best way to brighten the night sky? I've got the general brightness to where I want it, but from the Kerbin surface the stars might as well be gone.
  9. Some issues with the newest Restock release. The Cogswell and Spacely engines are missing after updating to the new release. Reverting to the old restock brings them back. Possibling a MM patching issue? Nertea says they changed their method in the lastest restock.
  10. I originally thought they were restockplus parts, but it looks like they are from Unkerballed start. The soft-deprecation makes sense for the SRBs, as previously I had both sets. But the other two are pretty important heh. Something in the new version seems to have broken Unkerballed start(I can reproduce by switching versions), so I'll report this over there.
  11. After updating I seem to be missing quite a few engines. Old version is on the left, newest is on the right. The Spacely, Cogswell, Striker SRB and one other SRB are all missing. Something seems to have changed in the newest release that Unkerballed start doesn't like.
  12. You know you can just roll back KSP to 1.7.3 right? Playing on 1.8.1 is optional.
  13. Upside is that the Kerbalism devs try to make it play nice, and the lastest dev builds have changed things to play way more nicely with science mods.
  14. Thank you for the welcome! Plenty of explosions so far hehe, but I've managed a minmus landing and return! Hilariously I'm 100% successful there, as opposed to a good dozen failed moon missions, including 4 kerbals stuck in orbit. Next stop is Dunia!
  15. This worked brilliantly! A note for others, make sure your new capsule is the first part in the list, as that seems to be how the game decides which one you can't delete. As a follow up patwells situation, hw is no longer stranded on the surface! however he is stuck with his rescuers in lunar orbit >.< I landed 16km away from the original site, and since I didn't figure out that shift controls ascent on a jet pack until afterwords... I pulled off a nice 15km munhop, but burnt through just a little bit too much fuel in the process, I managed a 300km apo before the last of my fuel burnt away. So for now they are abandoned, but in the mean time Kerbals have successfully landed on Minmus! Ironically using the same design as the rescue lander.
  16. Tired searching for this with no luck sooo... In my second munar landing, things went a little awry when <strike>I</strike> Patwell forget to throttle down while switching stages during descent. I'd like to modify my current Munar rocket for a rescue mission, but alas it uses a single seat module. Much to my chagrin I've not figured out a way to switch modules without rebuilding the whole rocket. Is there anyway short of adding the crew tank part to make this possible? Or am I going to be rebuilding my rocket? Thanks in advance.
  17. Holy cow thank you sal! Been trying to figure out rotation for days in VAB haha. I think my rockets will get more interesting now.
  18. Hey everyone, this has become my new addiction hehe, and just wanted to say high before i through a ship up on the exchange. Have to say that the game is amazing, and I've learned more on rocketry in the last 5 days that the last 10 years. Started out with the demo, and decide to buy the full game after getting a ship into solar orbit (straight up! I didn't even realize the game had a solar orbit and was just trying to see how high I could get it ) Managed my first Munar landing last night, and didn't even leave anyone stranded (unless you count the dozen or so dead Kerbians up there ) Now back its back to work, trying for a repeat performance now.
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