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Everything posted by Alskari
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Sea Sickness Cure - walking on floating vessels
Alskari replied to dukeofhell's topic in KSP1 Mod Development
Thanks. I'll have to play with this. -
I made a ~50m diameter UFO . I need advice.
Alskari replied to icemasterpt's topic in KSP1 Mod Development
It'd be a 3rd party module. I don't remember where it was, but it was well before .16, so it should still be on the forums if you can find a way to dig through them. -
Sea Sickness Cure - walking on floating vessels
Alskari replied to dukeofhell's topic in KSP1 Mod Development
Interesting. Does the code treat gravity uniquely or is it simply additive with any other forces? -
Great to hear. I will not be releasing anything soon. However, when I get closer to updating I'd love to give you early access to some parts for testing. I am bad about spending all my time modeling and not much actually playing.
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Interesting. Thank you for your investigation and sharing the results. I wonder if this is a known issue in the modding community and I'm just being dumb. HMMMM.
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[WIP] THSS - Tri-Hexagonal Structural Strut
Alskari replied to Semni's topic in KSP1 Mod Development
Oh BABY those are sexy. What are the basic dimensions of your octo sections? I'm currently trying to update my Hollow Structures & Hulls mod to include a good set of adapters. -
The commandHQ is an overpowered advSAS to hopefully ease the movement of structures. I hate to ask but are you sure you've got a power source and a commandable module attached? Currently I'm planning on moving all of the old stuff to 'Legacy' so that I don't screw up people's saves, because I still didn't know what the heck I was doing with those parts, and they are pretty screwed up. KSP is the first game I've ever done any modding for, so I'm still very much an amateur. I am working on updating the mod. My main objectives being, making better looking parts, correcting center of mass, better animations, and adapters to work with other similar mods.
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Thanks. That is strange. I wonder if ladders also can cause issues. I guess I'll move the hatch off a bit to ensure that it doesn't touch the collider mesh.
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Hello everyone! I am the creator of the Hollow Structures & Hulls mod. A problem some people seem to have with my mod is that occasionally EVA Kerbals will die instantly when they come in contact with some of my larger parts. I am aware that people can press Alt+F12 to turn off collision damage, but I am curious if there is a permanent fix I could offer? Thanks!