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Temeter

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Everything posted by Temeter

  1. Hey, Nertea: Your 1.25m nuclear engines have bugged plumes (nerva patch, stubber, smaller trimodal engine), the internal plume trail is at 45 degree. Noticed it ingame and then just checked everything in my clean install: Also btw, those cryogenic plumes look awesome in movement!
  2. Interesting! I've noticed the limited lighting on certain parts, and was wondering why that happened. But I think it's worth it; lighted modules, especially in the darkness when overshadowed by planets or in deep space, make craft feel much more lived in and less dead. One of those small details that make a difference. On a positive note, if it is stock functionality, then there is a higher chance of it getting fixed in an official patch! Otherwise I did not notice larger performance issues when using stock capsules (even though doing something once per frame sounds incredibly wasteful).
  3. LOL, i've just tried to rendezvous using the old version with kopernicus. Somewhere inbetween my orbits just started to moving by itself So if you want to try, take that as a warning: It is kinda broken.
  4. Ah, I see. If you wanna try to give squad a pointer, maybe try the bug tracker? I'd do it myself, but I dont really understand those systems. http://bugs.kerbalspaceprogram.com/projects/ksp/issues
  5. I see, kinda expected it, but just wanted to check back. Did you take a look at the stock pods? They have all lighting now themselves, without any issues. Might be a new method?
  6. Btw, Shadowmage, if you didn't already now: There is a bug with the (window-) lighting of the capsules (craft and lander). Appears normally when you press the light button, but as soon as you mouse over and the part highlighting appears, the windows go (and stay) dark again.
  7. Oh, Kopernicus has updated? Seems like we're soon back to reasonable rocket time! don't mind the minor structural instabilities, the engineer is always overly conservative ~
  8. Thanks a lot, mate. I don't mind installing it the long way, but this is a lot more comfortable.
  9. Yeah, seems like the file isn't anymore on spacedock. Taken down because of the tank bug? Edit: The older downloads don't work either. How mysterious. Oo
  10. Yeah, at least all the bigelow material has windows. I'd be somewhat suprised if they drop them. Of course, all of this is space technology. Nobody ever had a usable, inflatable module in space, so who knows how they're gonna look in the end. Works two ways, tho, a realistic mod can have it's own interpretation of what's to come.
  11. Nope, he is talking about the new engine. Nertea said a page ago you can't refuel that one because of it's design: One way the engine isn't completely broken EDIT: Actually, I'm blind:
  12. Is that the new open cycle nuclear engine? That one is single use, no refueling. Also LOL at that name
  13. Docking. And if I got them, then they are very usefull for finetuning rendezvous with crafts or planets.
  14. I'm not too sure about that. From what I've heard, auto strut can actually make things worse when it's done for too many parts at once; not to mention it's basically a strut, meaning strutting everything would mean a hefty performance cost. I built a bunch of more realistic rockets and found that it's much more benefitial to strategically add few autostruts to grandparent/root where it actually matters (e.g. fuel tank to grandparent to circumvent the decoupler wobble). If you want a good rocket, then you have to build a good rocket.^^
  15. We're presenting realistic rockets? Heres mine: Not my fault NASA lacks creativity
  16. You might wanna talk to Nertea, his mod also has issues with boiloff on high timewarp. Btw, RCS is done. I'm fairly sure it was already in 1.1.3 or earlier
  17. He means in difficulty settings. Frankly, those upgrades should always be activated anyway; you are starting with everything researched in sandbox, so why without upgrades?
  18. That's... interesting, guess both modules are handled seperatly? I've tried some similar things for multiple RCS systems in a single part, but I guess there wasn't enough black magic for that to work. We do know why it doesn't work tho, Shadowmage found it: The 'runningEffectName' in ModuleRCSFX is set to private, meaning a cfg cannot change the variable, so it always defaults to the default, which is 'running'. Apparently a bug from the prerelease that was supposed to get fixed but is somehow broken again. Basic workaround is of course to just name the RCS 'running', and give the engineFX effect another name. Only gets tricky when you got 3 RCS systems in a single part, because they apparently really want one effect for each, with it's own unique name.
  19. I'm not sure KSP had ever really good gimbal. Actually found it to be too lenient to keep crafts on course recently. Mechjeb seebs a bit more reliable atm, a bit rough, but keeps you on track for the most part.
  20. I know, but wanted you to explain what you ment with the last sentence, because that's what the guy writing the report (and I) have done. I assume you just misread it, knowing that function indeed should've worked?
  21. I stand corrected, didn't know those trackers are handled differently.
  22. I ment asking him to change the old reports state from 'no bug' to confirmed.^^
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