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Everything posted by Gristle
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Is the lack of a generator module on the Far Shot intentional or an oversight? - - - Updated - - - Try using both. KSP 1.0 with DDS textures is much more RAM friendly now.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Gristle replied to Orionkermin's topic in KSP1 Mod Releases
If you don't already know, parachutes requires a line in their PART{} section of "bodyLiftMultiplier = 0". This fixes the 45* angled hang gliders of death. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Gristle replied to TriggerAu's topic in KSP1 Mod Releases
Yes - it was only searching to 6 orbits because that was where closest approach was, a search of 7 or higher orbits didn't give me an approach any closer. I went ahead and played through that so the save is no good at this point for troubleshooting. The 150k orbit was fairly circular, the 140K orbit was a bit eccentric, PE at 140K, AP at about 149K. I flew the 23k closest approach that KAC gave me, actual closest on that orbit was 2.7k some 12 minutes after KAC's calculation. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Gristle replied to TriggerAu's topic in KSP1 Mod Releases
Just saw a weird glitch. Setting up a rendezvous of 2 vessels in stable Kerbin orbit of 140Km and 150Km. Rendezvous setup in KAC said closest approach would be on orbit 6 at 26.4 km, 26.3, 26.2, 26.1, 26.0....I let it tick down to 22km before popping over here to report this. -
As a workaround for the wonky parachutes try adding "bodyLiftMultiplier = 0" to all parachute PART{} sections of their config files. Credit for this fix goes to Raidernick.
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How Do The New Parachutes Work?
Gristle replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Nice! - confirmed this worked for me. -
How Do The New Parachutes Work?
Gristle replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Some drag cube info here. Nothing concerning parachutes but StupidChris does define what the values are. http://forum.kerbalspaceprogram.com/threads/118362-Drag-cubes -
The amount and quality of your work is amazing. Bravo!
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Same...515 hours logged on Steam and at least that many more, if not 2x, playing not logged by Steam + 40+ hours in the .18 demo.
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I don't see an equipTrait line in the Wrench's part.cfg. I do see equipSkill = RepairSkill. Is this what needs to be modified?
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Is there any way to disable the only engineers can assemble stuff? Seems a bit silly that a scientist doesn't know how to turn a wrench to assemble his own experiment. What would be best is a way to specify by part what skill is needed for EVA assembly.
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[0.90] Kerbal Environmental Effects Study (KEES)
Gristle replied to N3h3mia's topic in KSP1 Mod Releases
Same for me...got the science, but not the completion. Experiments finalized and stored in KIS inventory. -
A more complete and corrected KIS config for Tantares. Adds KIS support for Alnair, Vega, and Polaris parts. Corrects part name errors on the Capella and Pollux parts. // By MK3424 @PART[Libra_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Tantares_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 960 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Tantares_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 640 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Hamal_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 3900 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Hamal_Control_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 960 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Capella_Control_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 8100 externalAccess = true internalAccess = true slotsX = 6 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Pollux_Control_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 2880 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } //Below added by Gristle @PART[Vega_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 640 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_C]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Vega_Crew_D]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 480 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Crew_C]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 420 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Orbital_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Alnair_Orbital_B]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 1200 externalAccess = true internalAccess = true slotsX = 6 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Polaris_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 160 externalAccess = true internalAccess = true slotsX = 2 slotsY = 2 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } @PART[Polaris_Crew_A]:NEEDS[KIS] { MODULE { name = ModuleKISInventory maxVolume = 360 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } }
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KIS config has a small error. The section for the Pollux list the part as "Pollux_Orbital_A" and should be "Pollux_Control_A". Edit - Capella may have same type of error. Not sure on this one though. KIS config lists "Capella_Orbital_A" but parts lists shows "_Capella_Control_A.cfg" with a part name of "Capella_Control_A". Is the leading underscore intentional on the .cfg file?
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Where is my barn?
Gristle replied to Stickyhammy's topic in KSP1 Suggestions & Development Discussion
You are going straight to my ignore list. -
Raptor AeroEspacial Kerbal Transportation System
Gristle replied to RaptorHunterMz's topic in KSP1 Mod Releases
2900 m/s dV for 6 Kerbals and 14+ tons at 9600 credits is a bit OP compared to stock. Nice modelling though. -
Version 18.6 most certainly has texture files included in it. They aren't large and most have no detail (just color swatches) but they are in there. Look in GameData\SXT\Parts\Command\Ke111 for an example, there are 7 texture files.
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There seem to be a large number of textures in the 18.6 release that have PNG extensions but are really TGA formatted files. I discovered this while troubleshooting Load on Demand crashes. I suspect they work with the base game because it doesn't rely on the extensions and examines the files to determine their format. Not sure if this is extension thing is intentional or an oversight.