Hades
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Everything posted by Hades
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Great mod! Some features that I missed while using larger crafts: -An option to consolidate parts within a symmetry group to a single entry; -Make it remember the scroll position you entered from when you return from a part entry to the main list. I guess you can resize the menu so this would essentialy become useless, but with crafts that have a lot of parts you can interact with, this still is an issue when collecting science for example, going back and forth a lot, which brings me to the next one: -Add a filter option based on part modules or actions, like ability to collect science.
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[obsolete] Wider Contracts App [v1.3.3] [2016-04-28]
Hades replied to nightingale's topic in KSP1 Mod Releases
My rig is quite dated. Q6600 @ 3GHz, 4GB of ram, running 32bit KSP on Windows 7. -
[obsolete] Wider Contracts App [v1.3.3] [2016-04-28]
Hades replied to nightingale's topic in KSP1 Mod Releases
Can confirm the FPS issues, mine halved from 60 to about 25-30. Spent a good hour isolating the issue, and it came down to this mod. -
[1.5.x] Asclepius - A Kopernicus planet - SSTO playground
Hades replied to MrChumley's topic in KSP1 Mod Releases
I tried out your mod and made some pictures. I liked the general appearance of landscape, the "rivers" or "cracks", and the fact that the atmosphere is only dense low makes you fly around in them, which I found enjoyable. It's like flying around in that only river on Kerbin, only there's more.- 141 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hades replied to cybutek's topic in KSP1 Mod Releases
Seconding the lower delta-v readouts. Got very confused while I struggled to make a rocket capable of making a mun return mission. -
Well the version in OP is not updated yet. But the config is fine. So what you need to do is: 1)Download newest RSS and install it to your GameData. 2)Open the RSS folder and remove everything other than "Plugins" folder. 3)Delete everything from RealSolarSystem/Plugins/PluginData 4)Download this 6.4x package and copy over the RealSolarSystem.cfg and RealSolarSystemSettings.cfg to RSS folder. Done. It will take some time to load, but after the first load up it will be faster.
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Is anyone else having issues during reentry with the SDHI heatshield? The compatibility patch seems to adjust the values of it, but I end up running out of ablative shielding at about ~3500 m/s.
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Kraken Space Industries Mega-Release Thread
Hades replied to Space_Kraken's topic in KSP1 Mod Releases
I'd like to volunteer -
Made a couple of config files: -Patch to make the solar panel-antenna and the SoyLima pod Remote Tech 2 compatible http://www./view/pygmip222e2eak3/HGR-RT2_patch.cfg -Switches the internal of Onion pod with that of OrbitalOrb from Porkworks HabitatPack. It fits rather well. http://www./view/8648hn6pk7a8yp6/OnionRepod.cfg
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There's a bug that happens when an ExWorkshop module gets added to a pod with ModuleEngines.. It causes it to fire upon launch. Can be avoided by editing the first line of conditions in EL_MM.cfg file, for example: Personally experienced it with HGR SoyJuice pod, which also uses a Landertron module. That may or may not have an effect, though I recall the same thing happening with the Taurus pod, which doesn't use Landertron. Took me a while to figure out the cause
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[0.23.5] [WiP] RedAV8R Realism Packs for RSS - Last Update 18 June 2014
Hades replied to RedAV8R's topic in KSP1 Mod Releases
Alright, encountered another issue. This is probably on my side again, but I'm getting negative amounts of resources on Apollo CM and LEM ascent stage as well as descent stage. What could be going wrong this time? -
[0.23.5] [WiP] RedAV8R Realism Packs for RSS - Last Update 18 June 2014
Hades replied to RedAV8R's topic in KSP1 Mod Releases
Aha, realised what my issue was. Didn't read into your instructions enough, I guess. I would copy the forders from zips to GameData as they were, Fasa and OLDD. Forgot that I had to put them inside RealismOverhaul forder.. Which already had some of your configs by default. I ended up with everything getting patched twice. My bad. -
[0.23.5] [WiP] RedAV8R Realism Packs for RSS - Last Update 18 June 2014
Hades replied to RedAV8R's topic in KSP1 Mod Releases
I have an issue with OLDD apollo cm.. Can't attach the heatshield properly because the node is inside the capsule. Just thought I'd report that. Otherwise good job. EDIT: in the FASA pack the heatshield nodes are messed up.. The pod is fine though. -
[0.23.5] Fuel Science v0.4 - Balance out that tech tree!
Hades replied to ArcaneZedric's topic in KSP1 Mod Releases
Your mod gave me an idea about how the science mechanics could be realised in a completely different fashion than it is done currently in the stock game. Instead of collecting points that we can spend on whatever, we could complete experiments to unlock specific technologies, tech tree nodes. By experimenting with various fuel types for example, you would unlock new engines and tanks. That would make it more realistic than a generic magic "science" resource that equals all knowledge, even if your experiment had nothing to do with what you unlocked or discovered. But hey, I can't code or have the time to learn currently.. Nice mod. Will use in my next career playthrough. May even roleplay/fool around with the tech tree nodes to simulate mechanics I described -
Modular Fuel System Continued v3.3 (OBSOLETE)
Hades replied to NathanKell's topic in KSP1 Mod Releases
I'm having problems with my engines overheating at full thrust. It's most prominent on the 3 and 5m engines(bearcat from nova and griffon from kw). Is that supposed to happen? -
That happens to me too. Even without any textures installed my fps drops down from 40 to about 20 fps.
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[0.21] Hooligan Labs - Airship, Submarines and More
Hades replied to Hooligan Labs's topic in KSP1 Mod Releases
He most probably meant parts. -
[0.22] Extraplanetary Launchpads Legacy Thread
Hades replied to skykooler's topic in KSP1 Mod Releases
Here's my attempt at building a mun station Thanks for making such an amazing mod! -
Don't know whether it's something on my side, but insurance costs don't get subtracted from my budget when I launch(I do however get the insurance money I set in the settings "back" when I recover the capsule with kerbals in it). I'm using the .18 release. Apart from that, sometimes when a rocket is not supported by a clamp and is not stable on the ground when loaded to launch, Mission Controller doesn't charge me the cost of the rocket. I experienced it when I put procedural wings on the base of my rocket with the wings extending below the engine(so it basically stood on the wings). Anyways, thanks for the mod. While the costs can be a bit wonky(especially with mod parts, for example the B9 sabre engines), it made me design my rockets more carefully. I'm having quite a lot of fun.
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[0.21.1] Ordan Industries Telescope! Last Updated August 23, 2013!
Hades replied to hubbazoot's topic in KSP1 Mod Releases
Looks like the download link on the main post is down.