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Everything posted by brusura
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[1.3.1] Persistent Dynamic Pod Names release
brusura replied to linuxgurugamer's topic in KSP1 Mod Releases
kerbin ho hyperedit, just stock install with your mod -
[1.3.1] Persistent Dynamic Pod Names release
brusura replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I found some NRE, as I undock the rover and try to switch to it with brackets: NRE Video: craft: http://s000.tinyupload.com/index.php?file_id=65653518471810660106 output_log: http://s000.tinyupload.com/?file_id=61255478701184879931 installation is stock -
[1.3.1] Persistent Dynamic Pod Names release
brusura replied to linuxgurugamer's topic in KSP1 Mod Releases
Nice! Downloading... I am not sure how templates works I am going to mess with it a bit -
can I edit some cfg to make them stay only in EL category ? Yes that did the trick thanks!
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I see thanks :), but why do parts show in stock utility category and EL category ? PS: tryed to edit the field to False but it keep chaging it to true every reload
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In my experience only small parts droped while manipuleted with KIS tend to explod, my mun base is built on the MK2 Stack Quad-Coupler , but it tend to be too low and kerbals can not pass under base modules, I am going to use for my next base Rockomax Brand Adapter Oh nice , hopefully there will be less kraken
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@taniwha can I assume that is safe to remove the wholes parts folder? I am already using UKS and I'd like to keep Utility category clean in the VAB ( also why do they show in utility and in its their own gategori EL'parts ? ) Also would it be possibile to configure the UI so that it do not popup anytime in VAB and in flilght scene?
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
Thanks, hope you are away for pleasure- 970 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
No idea then, removing the mod the limiter works again, I have uploadded the video, I can list mods I have if needed- 970 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
I'll make a new video, moving the slider should have changed the speed of roll, but the roll is costant- 970 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
The controls surface are not moving at all, still I have roll, disabled torque engine gimbal everything- 970 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
Authority Limiter is not working even when master switch if off ? I was going to tuning the roll , stock aero has a tendecy to roll always too much EDIT: added video, of course not only roll is affected https://youtu.be/prqNOmgJbFA- 970 replies
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[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
Wow so fast ^^ downloading thanks -
[1.2] CorrectCoL v1.4.4 - stock aerodynamics design aid
brusura replied to Boris-Barboris's topic in KSP1 Mod Releases
@Boris-Barboris could you implement Input Lock? Right you can click through and detach piece of wings -
Just here to report that is working on 1.1.3
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
brusura replied to IgorZ's topic in KSP1 Mod Releases
@Qwarkk I had same problem and I use R to change node/surface attach, but this is if you have KIS installed -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
brusura replied to DMagic's topic in KSP1 Mod Releases
I can not see the new flexotube in the editor, I have this message in the log: -
@IgorZ could you make also other keys configurable in the .cfg ? For example B and N used to place part at specific height
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[1.10.x] EasyBoard v1.10 : Board key works as a toggle
brusura replied to Dizor's topic in KSP1 Mod Releases
@Dizor could you make "B" configurable ? Or even better hook it up with KSP input configuration? I changed in KSP B to C for boarding I'd like t use the same key with your mod It is actually conflicting with KIS when placing part ( B and N are used to change height )- 114 replies
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
brusura replied to Snark's topic in KSP1 Mod Releases
@Snark could you allow customization outside of VAB? I want to tune the frequency of blinking lights ( I am using KIS ) -
Thanks I had just a small probe with rw I think Eh guess this is the most conservative approuch, I tried also pylon attached to the ground and then using pipe to connect al the pieces but on load was even worse the pipes were moving like elastic cable shaking everything and moving pylon that were still attached to the ground...disaster xD I thought of using KAS winches but they keep disconnecting on loading All in all loading cause all sort of trouble but why? Also on loading often part connected with KIS start to drift from their attached node ( but still attached ) while same thing built in the VAB is rock solid Anyway for now I have solved the problem removing the rotating part of IR so in this case the problem might not be KIS at all ( anyway built in the VAB same thing is ok .-. ) Thanks for all the tips, very appreciated http://i.imgur.com/YMzKm9F.jpg EDIT: actualy I tried again using KAS and I can transfer any resource and now they do not disconnect on load ( might be using an old version with this bug maybe when I tried in the past )
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
I see, 3D printing lab may not work in background, while the material extractor share the same module as the stock converter ? That would make sense Thanks -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
brusura replied to ObiVanDamme's topic in KSP1 Mod Releases
Hi @ObiVanDamme can you have a look at how MaterialKits are consumed in background? Look like they are not consumed while the craft is on rail. I have a left a craft building and extracting MaterialKits , MK were not increasing, I went to space center went back to craft and I have a lot more of MK -
Anyone know how to mitigate this effect? I have rebuilt it 4 times right now , the oscillation starts as soon as I load the save, but during the building and until I load again everything works fine https://youtu.be/B7pOB48BEUU I have noticed that the node joints between parts move after the load they are perfectly alligned during the building but after loading they are offset a little bit
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@ShotgunNinja just dropping by and say hello, it's been a while... hope everything is fine IRL