-
Posts
653 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by WhiteWeasel
-
I blew up Mission Control and the Administration Building. (On purpose) Mods Used: Raster Prop monitor, and BDArmory.
-
Curious, is there a way for the AI to handle directional turrets? For example my fighter has forward facing M230's with low limits to simulate a gimballed gun, and the same idea for two rear facing 50 cal turrets. However the AI keeps defaulting to the .50 cal turrets even though the M230's are clearly in line of sight of the target and the 50's are not.
-
[Ver 0.2.1.1] Does anyone else get a micro stuttering issue? It seems like whenever the AI does a recalculation (like pitching up to maintain min altitude) there is a tiny, split second pause.
-
Thanks, though the issue is that there are some companion mods I'd like to use like B9 aerospace which I know does not work. So I suppose I have to wait for a bit.
-
Darn it, seems like every time I try to play this game, mods are constantly broken by updates.
-
It's been a very long time since I have played KSP, and I had a bit off a macey dean phase. Coming back, that sorta has not left, though I'm dropping the pretenses and wish to use actual mods! But what would you recommend? I know about BD armory, but are there any others that are 1.3 compatible?
-
Frell me dead! This is amazing!
-
What is your record number of flights in a save?
WhiteWeasel replied to Bubbadevlin's topic in KSP1 Discussion
Think it was 79, though it was mostly ion probes and a rovers. -
Due to my natural tendencies to cycle in and out of certain video games I have left KSP in February and I'm now coming back. I wanted to do a modded career run using alternis kerbol, TAC, KAX, Nearfuture, Hooligan airships, and several others. However I have been hearing information that there supposedly is going to be a big patch coming out, and you know what that means for mods... What's this mythical 1.1 all about? And should I just hold off playing until then?
-
[Airships in 1.12.3] HooliganLabs Mods
WhiteWeasel replied to JewelShisen's topic in KSP1 Mod Releases
The cylindrical probe sized air envelope is too big. it's 1.25 meters across instead of .625 meters across. -
So to keep it short, I saw this video about the KSP devs up on a stage talking about the early development of this game. And I'd like to watch it again, but I cannot find it anywhere, could someone please link it?
-
Keep that flammable yarn away from rocket fuel, we know how jeb likes his propellants.
-
I've been diagnosed with Kessler Syndrome
WhiteWeasel replied to Whirligig Girl's topic in KSP1 Discussion
Do you even kessler bro? -
^Seriously, how does S--t like that get a three star rating? I hope every member of cox cable lands in a pit filled these "Fuzzballs" of death!
-
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
http://www./download/wj0804nw5sokr8v/Stock_Engine_Rebalance_(UNTESTED).zip -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
That's the graphical error, the two fuel bars are not supposed to be there. So just add this icon? Is it really that easy? <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png" /></a><br />This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/4.0/">Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License</a> -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
I put my mod into action, and so far the mod *functionally* works well. But I get this graphical error: EDIT: Also my change to the LV-1 ISP does not show up in the VAB description. Also how do you go about licensing and whatnot? -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
I already have MM thanks to mods, so just have this as a cfg? Is it really that easy? @PART[smallRadialEngine] { MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20 heatProduction = 150 fxOffset = 0, 0, 0.01 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 250 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 } } -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
I have never used module manager before, how do you use it? -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
Hey for the LV-1R i'd like to add a tiny amount if gimbal to it, does this code look sound? PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 220 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 } } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } } -
Good starting ground for modding?
WhiteWeasel replied to WhiteWeasel's topic in KSP1 Mod Development
Thanks, as for the rebalancing my main goal is to widen the performance (lack of) gap between the Lv 909 and the 48-7s. Make the mark 55 radial (the white engines) not garbage. And make it so that the radial engines are slightly worse in performance to their inline counterparts, but have higher vectoring.