skykooler
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[1.0.5]AutoRove - autonomous rovermovement in the background
skykooler replied to Wotano's topic in KSP1 Mod Releases
This is awesome! Would it be possible to have this work with other probe cores as well? The Rove Body is a rather late-game part.- 139 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
skykooler replied to EnzoMeertens's topic in KSP1 Mod Releases
I wonder if it would be possible for impacts to move node positions - like, so if you crash then end of a three-part wing into the ground, the whole wing bends?- 735 replies
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Thanks. I had a few missions that weren't GAP contracts but were from GAP corporations: I declined them via the debug menu and GAP contracts started showing up. I should note that there is still a typo in the Shoreline Tour - it's listed as "Shorline Tour".
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I replaced the old version with this one, but now I'm not getting any GAP contracts. If I repeatedly decline contracts in the contract building, often GAP contracts will appear, but then be instantly replaced by something else. Is there any way to use this without starting a new save? (I'm not particularly keen on throwing away all my progress so far.)
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
skykooler replied to Nereid's topic in KSP1 Mod Releases
Is there a ribbon for "First kerbal to die and come back to life" in a game where crews respawn? -
I managed to make the "Land on a Helipad" contract complete by EVAing after landing on the helipad. However, that didn't work for the island landing. Also, I was trying to do the KSC Shoreline Tour contract for like an hour and was getting frustrated that the first checkpoint didn't show as reached - then I double checked the map view and realized that both checkpoints are labeled "KSC Shoreline Tour Start". I went to the other one and it checked off "Start". But neither one would complete "end", so that's added to my list of incomplete contracts. Can't wait for 1.0!
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Okay. Thanks for all your hard work, by the way!
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Land on a Helipad is the only other GAP contract. Besides that, I have some stock ones: Haul LV-909 "Terrier" Liquid Fuel Engine into flight over Kerbin Build a new orbital station around Kerbin Test LV-T45 "Swivel" Liquid Fuel Engine in flight over Kerbin Explore Duna All of these were active before I accepted the KSC Island Landing contract.
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Oh. Yes, I am doing that. Also, how do I complete "land at the KSC Island airfield"? I'm there, I'm landed, but the darn thing isn't checked.
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I only have level 2 buildings, so there's only a helipad on the VAB. I've been trying to land on that. But I've been probably landing faster than 0.5 m/s, because my heli has wheels, so nothing breaks as long as I'm going slower than 10 m/s.
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Well, I can't reproduce the Lt. Dan issue; I guess it's an intermittent thing. What do I need to do to complete the "Land on a helipad" mission? I landed a helicopter there, but the contract didn't complete because "safely" wasn't checked (even though both things under it were).
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I believe it was the Coast Guard Rescue contract, with Lt. Dan. I've also got a few contracts with the opposite problem: I accepted a contract for flying tours. I then crashed an unrelated ship. This failed the flying contract, and as a result I've got a whole bunch of extra tourists in my roster with nowhere to go.
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Bug report: I had a contract that required me to recover a Kerbal. I did so, but it wasn't marked as complete. And then I had no way of completing the contract, because the kerbal was gone.
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Bug report: I had a spacecraft (let's call it A) in kerbin orbit before I installed FMRS. I then launched spacecraft B, which had a recoverable booster. Once B was in orbit, I went back, landed the booster, and returned to B. I then flew B to the Mun, landed, and came back to Munar orbit. I then landed A and recovered it. When I recovered it, I found myself back with B, in orbit, before the Mun mission.
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Blackrack, would it be possible to calculate a lower-res version of the waves on the CPU, and then the high-res version of the GPU (since as you said the latter is practically free)? And then use the low-res version for the physics calculations, and the high-res version for graphics. That could potentially keep me able to use this as you make it look more and more beautiful (laptop here, upgrading the CPU is out of the question :P)
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Looking great! (Although, whenever I try to fiddle with the ocean settings I end up with artifact soup. But the provided version looks great enough, so I can live with that.) Also, perhaps you should put somewhere in the first post that you get the UI with Alt-10/Alt-11. It took me a while to dig that up out of the changelog.
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Haven't tried, and dev machine is not accessible at the moment, but I hope to update it soon.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
skykooler replied to BahamutoD's topic in KSP1 Mod Releases
This looks awesome! -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
skykooler replied to pizzaoverhead's topic in KSP1 Mod Development
But, one would assume that their EVA suit is in the capsule as well, no?