-
Posts
1,245 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by OrbitusII
-
Kerbin City Community Project - Phase B - New Islands
OrbitusII replied to nothke's topic in KSP1 Mod Development
Correct. The only issues I've experienced are related to adding new objects (due to poor folder naming) so if you're just playing with Kerbin City you shouldn't have any issues. -
Kerbin City Community Project - Phase B - New Islands
OrbitusII replied to nothke's topic in KSP1 Mod Development
Just grab the newest version from the Addon Releases thread linked in the OP and make sure you have the newest version of the Kerbal Konstructs plugin. That's what I'm using and I have experienced no issues beyond my own incompetence. Links: Kerbin City Release Thread Kerbal Konstructs Plugin (basically a new, better version of the original KerbTown plugin) -
Flew a Thunderstorm 3 to the Crater Island from Marathon Aeronautics headquarters south of the Crater Sea. Nothing much to show for it, just some nice clear skies.
-
Those'll be heading your way in a few, although the issue seems to be consistent no matter what KerbTown assets I try to save. I'm using 32-bit KSP 0.24.2 with Konstructs version 0.2.1 if that helps. I'm also on Windows 7 Home Premium (64-bit OS) and running KSP independent of Steam. I'm gonna try running KSP as an admin to see if that solves anything. (I don't know why I'm not by default since this is my gorram computer...) Edit: Running as admin did nothing, still the same issue.
-
Adding more colliders is not the same as adding more parts. It's just extra data for collisions and not extra data for Newtonian physics and whatnot. Adding more parts adds more rigidbodies (the physics objects in Unity) but adding more colliders doesn't. Managing the colliders is still a good idea, as too many mesh colliders will degrade performance more than primitive colliders will, but it's generally less severe than rigidbodies.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
OrbitusII replied to Ven's topic in KSP1 Mod Development
I also think that having it replace the models outright is better for RAM usage. It won't load the original models at all that way so it's effectively a non-issue. On that note, it might be nice to have a "revert to stock" download so it's not a problem if you forget to back up the original parts. -
Turtles can't explode if they're dead
-
It doesn't matter if it's ridiculous as long as it's
-
Here's the NRE when saving: [Exception]: NullReferenceException: Object reference not set to an instance of an object KerbalKonstructs.KerbalKonstructs.saveObjects () KerbalKonstructs.UI.EditorGUI.drawEditorWindow (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
-
Finally got around to messing around with this and I'm loving it! My only issue (which has existed for months, sadly) is that I can't save objects. I get an NRE whenever I click the "Save Objects" button, and I had this issue back with Kerbtown in 0.24. Any ideas as to what's going on? Here's a mod list in case you know of any incompatibilities: Edit: Tried using Kerbal Konstructs alone and still the same issue. I'm going to try deleting the old ktinstances.txt file from my save game to see if that helps. Edit 2: Nope, still getting NREs when I try to save. Are there major differences in how the objects are handled compared to Kerbtown that is causing this breakage, or am I just incompetent?
-
Developed a new bomber today: It's technically the next aircraft in the Thunderstorm bomber series, and it looks a lot nicer than its older sibling: The Thunderstorm 3 doesn't carry 15 tons of bombs like the Thunderstorm 2 does, instead it carries 4 kineto-nuclear warheads (kinetic weapon with nuclear explosives that detonate after the initial impact) that do a lot more damage.
-
Developed a new tactical bomber, the Thunderstorm 3: T3 is a huge improvement on its predecessor, the Thunderstorm 2. It's much more aesthetically pleasing, especially when it comes to the weapons payload: While the T3 only carries four kinteto-nuclear warheads, they're much more powerful than the 18 bombs the Thunderstorm 2 would carry. A KNW is a kinetic weapon with a nuclear surprise inside after it hits the target. They're not commonly used because they're obviously nuclear, but when the situation calls for it a T3 will take care of the situation very quickly as soon as it arrives.
-
[1.0.2] One-Eye Industries- Back in Action! [v1.1]
OrbitusII replied to OrbitusII's topic in KSP1 Mod Releases
I'm still trying to work on it, but 18 credit hours of classes alone is taxing and I prefer to spend my time relaxing when I can. I'll have more time starting in late October for sure, but until then I can't guarantee I'll be able to get significant work done before then. Things I will have done before the next update will definitely be the solar panels and manned capsule (sans parachute) along with the SRBs. Speaking of which, I'll get a test release for the SRBs out in the next couple of days so that I can get feedback on the thrust vs burn time increase based on the amount of sections. I'm sorry it's taking so long to get things done here but real life comes first. -
Editor UI would be good, an option to display the center of RCS thrust would be AMAZING, and EVE would be super cool as stock. I don't like the idea of Tweakscale as stock, if only for the fact that its interface is too complex to merge well with the rest of the KSP UI. It may be nice to have all those options, but I prefer how it is now. What might be nice to do instead of Tweakscale is a Firespitter-like part model switch, that way you can have different aesthetics for parts while still retaining a lot of the UI simplicity.
-
Is flipping over a problem? NOPE!
-
Adventure core doesn't care. He only wants you to catch on fire. In space. Side Note: Finally played through Portal 2 on my own account. I've played it on my sister's but now I've fully completed single player on Portal 1 and 2!
-
My first signature quote. And curse the 10char requirement!
-
-
The cargo bays that are going to be in 0.25 will be reversible, so you can have either a bomb or cargo bay by flipping it around.
-
7/10 Original but redundant since you're on this forum.
-
Lava-dwelling Gohma says nothing because he does not speak.