sanderlebau
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Everything posted by sanderlebau
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sanderlebau replied to Galileo's topic in KSP1 Mod Releases
I can't seem to find the way to toggle that- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sanderlebau replied to Galileo's topic in KSP1 Mod Releases
Is it possible to use any of the custom launch sites from Kerbal Konstructs as launch points with this mod?- 7,371 replies
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WIP - Environmental Visual Enhancements Development
sanderlebau replied to rbray89's topic in KSP1 Mod Development
I've got two issues: the sky of Kerbin is filled with alternating bands of cloud and clear skies that go all the way around the planet, and the blurring of the horizon doesn't seem to work, it just makes the ground/sea texture transparent instead. I'm running this in an Ubuntu VM, so I'm not sure if this could be part of the issue. -
I'm having a problem where some of the weapons aim, but do not fire- either automatically or when clicking. Some weapons, like the large 105 turret, function, but others, like the 30mm rotary cannon and the other automatic cannons don't. Weapons that don't work: GAU-8 30x173 APC MG1 turret M577 APC turret M230 Chain gun turret M50 fixed aero Goalkeeper CIWS Phallanx
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[0.25] Astronomer's Visual Pack - Interstellar V2
sanderlebau replied to Astronomer's topic in KSP1 Mod Releases
KSP is only using 2.8/16GB, that's well below even the 32bit usage limits. How to I force OpenGL? -
[0.25] Astronomer's Visual Pack - Interstellar V2
sanderlebau replied to Astronomer's topic in KSP1 Mod Releases
I'm also running into the "red sky" issue with my install, in fact, all planets with atmospheres are covered in a red haze. Has a proper solution been found yet? And I am also using ATM. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
sanderlebau replied to Tiberion's topic in KSP1 Mod Releases
The same thing happens to me. I am unable to get past the loading screen with Novapunch2 in the GameData folder. -
No, this is on immediate load in to the world. I'm not sure if it has any interaction with the carts plugin. It might.
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IS there any way around the issue I'm having where craft shake themselves to pieces?
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Hey, I'm still having the issue where anything with claws on it shakes itself to pieces on the pad.
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I've been having a problem where anything with claws shakes itself to pieces as soon as it hits the pad.
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It is! Do we know whether the problem is on his end or DEMV's? I've narrowed it down to the claws.
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I'm running into an issue where as soon as I launch, the vehicle, just the bare bones DEMV 2 with mechanical arm, will shake itself to pieces on the pad.
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Has anyone written a program to travel to a given lat, lon? For example, I'm trying to circumnavigate the globe, and now that you cannot accelerate time while in the atmosphere, I'd like to automate some of the longer crossings without worrying about over-shooting and crashing into land. Has anyone written such a program?
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[Plugin,Parts] 14.3 Katerpillar-Wheels V0.3
sanderlebau replied to drewmacrae's topic in KSP1 Mod Releases
Not quite what I was looking for, hahaha. -
[Plugin,Parts] 14.3 Katerpillar-Wheels V0.3
sanderlebau replied to drewmacrae's topic in KSP1 Mod Releases
How can I speed up the wheels? They are a bit slow for some purposes. -
Could we get a freely rotating part? I\'d like to make a triebflügel, but I can\'t without such a part.
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You think that\'s crazy? Check this out: That\'s the Triebflügel, which was designed as a high speed VTOL interceptor. Of course it was never built.
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Presenting the Ko-133 Kerbeki Bomber, a long range flying wing inspired by the Horten brothers design for a bomber to attack America during World War Two: Horten V The Ko-133 The Ko-133 is capable of long range flight, but like most flying wings, is INCREDIBLY unstable. I would not recommend flying it without mechjeb (which is on the vehicle) or a really gentle hand on a control stick. NovaPunch is required for this vehicle, as is the Space Shuttle addon to C7. Use the two pairs of low altitude engines for takeoff, and then switch to the high altitude engines. With mechjeb, recommended take off inclination is between 10 and 20 degrees. Any input would be appreciated. http://www./?wkxj9t4ux2k2zd3
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What happened to the C7 reverse mk2-mk1 adapter?
sanderlebau replied to sanderlebau's topic in KSP1 Mods Discussions
that\'s new.... -
What happened to the C7 reverse mk2-mk1 adapter?
sanderlebau posted a topic in KSP1 Mods Discussions
Where did it go? It\'s kinda important for space planes, right?