Faile
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Rocketeer
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Would be a lot more usable (especially for newbies) if you could comment where you are looking for and got the mod, they might not even have accounts here. Perhaps an automatic forum integration? publish a mod on spacedock, creates a thread here -> you can embed a thread onto spacedock mod view page
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You know how in KSP 1 you tidy your staging plan by putting the decoupler in the same stage as the next engine? don't do that in KSP2, it works if you don't. I think the stage control somehow "skips" the decoupler and gives "control" to the next stage and the part gets left stuck as debris to your ship but never gains the debris status cause it's not disconnected.
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Keybindings seem to bleed through sometimes, not always.. next I'll test if it happens when launching KSP via steam or just when launching from bypass shortcut Yea, looks like if you launch via steam and the launcher, you place a command pod, select the name of the ship ( fly safe ) and press M to start typing Moonraker for example -> boom, you're in the tracking station Note: this doesn't happen if you've launched KSP2 from the direct application shortcut many of us have on our desktops or start menus so I'm assuming this is an issue with user privilege inheritance and keybinds. Same thing happens when trying to 'del' a part you have selected, you get told flight controls have been switched to and from docking controls ( del keybind while in flight )
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happened to me too xD left my ship in orbit when i went to bed, woke up to 0 fps and KSC floating next to me
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1.2.2 version update done, looks like no changes required but functionality has been improved: - will not work if you do not have a shroud on your heatshield This is what I always thought would happen when you click 'jettison shroud', ie. the shroud and whatever is connected below goes bye bye I suspect you were seeing the double connection point issue, when you connect something below a heatshield there are two points that can happen, one is a little further down and will cause a shroud to be put on the heatshield. This is the configuration you want. The other is closer to the heatshield and I suspect you're actually connecting the bottom piece to the _top_ connector on the heatshield, where it is connected to the part above. When this happens, no shroud is shown and decoupling won't work.
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I just tested and no, they do not. If you are coming in at a too steep angle, even a heat shield won't save you. This short guide is courtesy of Coomie
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CKAN is being a little slow on the update, if you're not seeing the 1.2 version there you'll have to wait a bit or get it from spacedock
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Edited OP to satisfy nitpicking My logic actually goes more by the lines of "someone went through the trouble to make and publish a mod for it, it _must_ be something that's not stock"
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Hey all! I figured out the problem with the cfg ( Thanks to k0d3r for a little kick in the butt ). Enjoy 1.2 compatibility and renamed menu item Yours, Faile
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I got it to work, thanks for the idea of putting all the configs in one section It needed one more change, isOmniDecoupler = false is the default, so basically your cfg is the same as stock, also, it doesn't work as my mod does. The user story is this: "While building my ship, I want to be able to decouple anything attached to the heatshield while keeping the heatshield in place without adding a decoupler." Your config only lets you decouple the heatshield itself ( same as stock functionality ). Here's the working cfg: @PART[HeatShield*] { MODULE { name = ModuleDecouple ejectionForce = 100 menuName=Decouple From Below Heat Shield stagingEnabled = true stagingEnableText = HS Decouple Not Staged stagingDisableText = HS Decouple Staged explosiveNodeID = bottom } } I'll be posting this to spacedock and CKAN in a bit.
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Hi all, As a personal quality of life improvement I wrote a tiny modulemanager cfg that adds a decouple function to the stock heatshields ( basically what I thought 'decouple shroud' was supposed to do.. @PART[HeatShield*] { MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = bottom } } For some reason this stopped working in 1.2 and frankly, I have no idea why. Can someone explain to me why this doesn't work anymore? Perhaps suggest how to fix the problem?
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Unfortunately doesn't work anymore in 1.2 . I need to investigate. If someone can figure out how to change the mm cfg, post it here.
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Future Support for 4K Resolution
Faile replied to Bandock's topic in KSP1 Suggestions & Development Discussion
As this topic has been quite severely derailed I'd like to add that proper 4K support would be _greatly_ appreciated, running at 1920x1080 with a modern PC rig just feels wrong, especially with a gorgeous and detail-filled game like KSP. -
version upgrade done 1.1.3
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