gardocki
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Everything posted by gardocki
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It's working for me on stock craft but the UV (texture) mapping is messed up. Weird offsets like the bottom of fuel tanks showing up on the sides. Probably an easy fix but I'm not familiar enough with Python to suggest how. - - - Updated - - - Okay I figured out the issue. All the texture UV's are rotated 180 degrees. Most obvious on things like the Kerbal X craft.
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Oh wow this is great news! Thank you for doing this, GoodSpeed Fuel Pump was an absolutely essential mod for space stations and extraplanetary mining bases. I can't wait to try this out. Have some rep!
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Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
gardocki replied to HafCoJoe's topic in KSP1 Discussion
Just want to add my disapproval of the fairing separation style. It makes no sense for them to come apart on the horizontal axis. -
The latest version is causing a graphical glitch with the decouplers. In the VAB, the decoupler particle effect plays on a loop for every decoupler I add to the scene. I reverted to ver. 1.5 and the problem went away. Edit: I should add this is happening in KSP 0.90 for Windows 32-bit. The issue exists even with no other mods installed. No difference whether I install manually or with CKAN.
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[1.05] MovieTime v0.5 (May 7) - Olde Timey Movie and TV Effects
gardocki replied to bernierm's topic in KSP1 Mod Releases
I stream KSP a lot on twitch and I'm loving this mod! It's so awesome to be able to flip on night visions so my viewers can see what's going on. I do have one suggestion/request. Would it be possible to add shortcut keys for the modes? Like a Ctrl-Alt-1-9 for each mode? It's be a lot quicker to be able to turn the settings on that way than having to flip through menus. -
Please please please maintain this mod! I can't do with just 8x symmetry!. My ridiculous contraptions depend on you!
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
gardocki replied to KasperVld's topic in KSP1 Discussion
I've got a bug to report (or if it's intentional, a complaint ) I apologize if this has been mentioned already (I did a search but it's a long thread!): I was testing 0.90 by flying a 1-man capsule to Minmas, and randomly when I would switch between map and flight modes I would get a message on screen "There are no pilots, SAS disabled". I hadn't been EVA'ing and I was in fact in the middle of performing maneuvers. It seems to be losing the SAS when I switch to map mode. A second but similar bug: I flew a 3 man capsule to Duna and found myself out of fuel. I intentionally left Jeb inside in order to keep the craft pointed in the right direction and EVA'd Bill. Again I got the same error: No pilots, SAS disabled. The craft began to spin when I pushed it, making SAS completely useless. I really hope these are bugs that just need to be fixed, because if I actually have to be controlling the craft for SAS to work I'm gonna be really bummed. -
[1.05] MovieTime v0.5 (May 7) - Olde Timey Movie and TV Effects
gardocki replied to bernierm's topic in KSP1 Mod Releases
Have some rep. This is an awesome idea and perfectly exectuted. 10/10 would Kerbal again. -
Darn, it didn't work. But I did discover something odd...if I remove Infernal Robotics it works, which is strange because I don't think the mods share any plugins.
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Weird. The new version crashes on KSP x64 (I know, I know...) but the older version worked fine.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gardocki replied to ferram4's topic in KSP1 Mod Releases
Thanks. I realized that the FAQ now says the build is disabled in x64, so I assume that's my problem. Is that new? I don't remember having that issue with 0.24x.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gardocki replied to ferram4's topic in KSP1 Mod Releases
No. I tried it stock with just the Module Manager 2.5.0 that is included in FAR and still have the same problem. NEAR does the same thing.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gardocki replied to ferram4's topic in KSP1 Mod Releases
Okay just tried it on a stock install. Same problem, control surfaces won't move.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
gardocki replied to ferram4's topic in KSP1 Mod Releases
Anyone else having problems with control surfaces not moving at all? I've tried the official release as well as the latest dev build and nothing's working. Granted I have about a million mods installed so it might be playing poorly with one of them, but if I remove FAR everything works fine. EDIT: Stock install with just FAR has the same problem.- 14,073 replies
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Chaka Monkey - Closed Development Thread
gardocki replied to YANFRET's topic in KSP1 Mod Development
For some reason the game is crashing every time I try to add the square docking port to a hab module. Error log gives "(0x000000014043C91C) (KSP): (filename not available): NxCreateCoreSDK + 0xd390c" message. I think maybe I'm missing a plugin but I'm not sure. Anybody run into this before? -
[1.1] Improved Chase Camera v1.6 (Apr 23)
gardocki replied to BahamutoD's topic in KSP1 Mod Releases
Holy cow, you are amazing! Updated with the feature I asked for before I even made it home from work. Awesome! -
[1.1] Improved Chase Camera v1.6 (Apr 23)
gardocki replied to BahamutoD's topic in KSP1 Mod Releases
Amazing idea! One quick question...most 3rd-person cameras from flight sims and combat video games will keep the camera level during turns. Is there any way to do that with the chase cam in KSP? -
http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29 This one's kind of neat. Mostly parts based on NASA's Constellation program ideas.