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Everything posted by theSpeare
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Fractal would it be too much to request for the warp drives (and possibly every other part) to be upgradable "retrofit" style for a third level? Forcing it to be retrofitted compels us to retrofit every new craft that comes out, but it also lets us keep using science when it pretty much just becomes useless and pointless as soon as you hit warp drives.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
theSpeare replied to rbray89's topic in KSP1 Mod Releases
Is anyone else getting super creeped out by the pitch-black clouds at night? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
theSpeare replied to Starwaster's topic in KSP1 Mod Releases
Just clarifying that my problem is refocusing on crafts that are in atmospheres - my launches turn out to be perfectly okay. The mission log does say "burned up in reentry" if that helps at all. Thank you very much for a great mod- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
theSpeare replied to Starwaster's topic in KSP1 Mod Releases
just reposting in case you missed it- 5,919 replies
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Fractal, still having some problems with electric charge running down to 0 at full time warp. This doesn't really affect anything majorly as nothing blows up and everything pretty much sorts itself out after coming out of warp, but it creates a big issue with kOS where it requires electricCharge to continue its program. I can't do things like automated warp drive travel as kOS powers off before it can continue its "planet is getting pretty close, kill time-warp!" functions
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
theSpeare replied to Starwaster's topic in KSP1 Mod Releases
Big problem - I'm having my atmospheric ground bases spontaneously exploding due to "burning up on re-entry" when I switch to them in the map view.- 5,919 replies
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Fractal, have you ever thought about adding science transmissions to your science lab? It can carry a data value that builds up over time, one that you can transmit back to Kerbin like you would normally. Perhaps avoid adding a cap on how much science it can carry, but cap the amount of science it can transmit back to Kerbin depending on your distance from home. This would add a nice challenge touch to a somewhat farm-capable device.
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Confirming this as well, 0.9 kOS update download link is broken - empty zip file.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
theSpeare replied to rbray89's topic in KSP1 Mod Releases
Any performance drops? -
KERDUINO-making smallest control pod thread.
theSpeare replied to rkfnql322's topic in KSP1 Mod Releases
You should submit this to KebinLaity of kOS Autopilot - it's in dire need for a radial part and this could be perfect. -
So I've only started using transmitters and receivers - the little right-click GUI shows "Relays connected" and this got me really interested - but how do I make relays? Can I simply have a satellite with just both the receiver and transmitter on it? Also I know that the receiver has to be facing the direction of the power source / relays but does the transmitter have to be as well?
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Some questions please: 1. How do I target bodies? 2. How do I lock my steering to node? "lock steering to node" doesn't work, as it doesn't seem to recognize "node".
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It was the largest antimatter tank but as far as I know the issue stems from the electric generator pretty much producing 0 output when you start timewarping up. I suppose this probably occurred already before 0.7 but it wouldn't have been such a huge problem considering you're not really watching for anything at full warp. Now antimatter tank just blow up without a lot of babying and wiggling to get it safe into full timewarp.
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There are some problems with time warping and power generation in the electric generator going down to 0. I only tested this out on the ground with a science lab producing antimatter. My antitank matter kept exploding every time I wanted to time warp to full. I'd have to mess with it until it somehow became stable.