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KSP2 Release Notes
Everything posted by Gaius
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There's no point to doing this, it works just fine installed in the legacy folders as-is, but if you want to, sure, you can...
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I wish more mod authors would resist the urge to put everything into one mod... gets tiresome having to always go in and delete the stuff utterly unrelated to the things I wanted... waste of bandwidth to have me download the other stuff in the first place. Please do keep things separate where it makes sense.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Gaius replied to DYJ's topic in KSP1 Mod Releases
Actually, this could be done without adding keys just by changing how the R and T works a bit. Make one mouse axis expand/contract the size in one dimension and the other axis, the other direction. That way you could make wide but thin wings (or short thick ones if that was your preference)... -
The original author is still active (posted in this thread just a few days ago). The current version still works fine (just install it in the legacy folders, not in the new 0.20 format). Just wait patiently, and the next update might contain goodies (like partless functioning, or LF/O2-combined transfering). Looks like I picked the wrong day to stop making parenthetical comments (no kidding)...
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Definitely seen that adapter problem... I hit the printscreen key a tad quicker than I intended, but you can see the bottom separating here. This is simply the big tank, the adapter, and two Mainsails on the bottom. It's all one stage, hitting the space key simultaneously releases the launch towers and fires up the engines... or it should. In fact what happens is the launch towers release and the back end instantly falls off. EDIT: Looking at the GE_THSS_Octo_250x2 part.cfg, I see the "breakingForce" and "breakingTorque" lines are missing. The defaults for these values are comically low. Stock 1.25m parts set them to 50, and 2.5m parts set them to 200. Parts this size should probably set them to 1000 or so...
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If you use unix/linux/cygwin/whatever, you can use "sort -u [filename]" to remove duplicate lines ("-u" is the "unique" flag). cp artefacts.dat artefacts.bak; sort -u artefacts.bak >artefacts.dat The "sort" command is from GNU coreutils.
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Yes (sort of), it's the standard way (in astronomical literature) that orbital inclinations are given. More technically, it's the angle between the plane of an orbit and the reference plane (a planet's equator if we're talking about orbiting a planet) as measured from the ascending node. If the object orbits a planet with an inclination of 0, that means it flies directly over the equator, going in the same direction as the planet is rotating. An orbital inclination of 90 is a polar orbit, 180 is a retrograde orbit. Read this for more info. It's noteworthy that, technically speaking, an orbital inclination is always between 0 and 180. It cannot be less or more, since it is properly measured from the ascending node, and if the angle was negative or >180, you'd be measuring from the descending node. That said, specifying a negative inclination is a convenient way of saying you want to launch southwards instead of northwards (i.e. treat your point of ascent as if it's the descending node).
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You shouldn't need to rebuild anything. I don't think any parts were removed between this and the previous version, were they? EDIT: As it turns out, they DID drop a few parts. I just didn't happen to have them on any of my craft...
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Working for me... and either I'm misremembering or the parts are actually showing up better organized now. (This does mean they might not be in the same places they were before you updated, make sure you look carefully...)
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Gaius replied to Majiir's topic in KSP1 Mod Releases
I'd accuse you of being old, but I had to explain to someone else the other day why it was a requirement that my moon buggy have six wheels. ( ) -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Gaius replied to Majiir's topic in KSP1 Mod Releases
.zip tends to be better supported (and as an added bonus, doesn't require people to go download other software to unpack, at least in Windows). -
Just make sure the new wheel wells aren't too tight. Wheels can move around quite a bit when moving at speeds you probably shouldn't be moving at. xD Compare:
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"That much"? How much do you think it "bugs" me? You seem to be very, very badly misreading every post I made today. This is a great mod. I love it, not going to uninstall it. I don't see why I would, simply because I think, to avoid confusing people, it would be best to either keep the title to 3.3.1 until 4.0 was ready, or put a link to 4.0 if that's what the thread "says on the tin"...
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I did. Did you read my post that you're replying to? You must not have. I was not in any way confused, and the text you quote mentions the very point that I was commenting on -- that's there no link to the download in it. It directs you to the dev blog. (If you think this contradicts what I said, you badly misread my post.)
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It is a bit odd that the thread title is "[0.20] ISA MapSat 4.0 Dev Build" but the first post contains no link to the item referenced in the thread title. Title should really not have been changed until the main post was updated... :/
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I suspect if they attached the other way, the top would tend to crack open all the time since the nose cones would be attached to nothing but the (possibly long) string to wall segments beneath them. Having the nose cone segments directly attached, and the wall segments pulled from the top instead of pushed from the bottom is probably what prevents that.
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Asteroids that small have negligible gravity anyhow. You don't so much land on one was fly your probe up next to it and park at a distance of zero. That said, once you accomplish that, you should rest on the surface and not orbit away like you would if there was literally no gravity at all. As long as you don't move. Sneezing is enough for escape velocity...
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Does the FFR have 0 ISP in atmosphere? I haven't observed the bug using an FFR, but I've noticed since the 0.20 update that my nuclear rockets occasionally drop from 800 ISP to 220 ISP while in space. It happens randomly, and after reloading from a save and repeating, it does not happen again. It may be the same bug -- suddenly the engine starts using atmospheric params, and burns through all its fuel in an instant.
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Wishlist: a non-faring nose cone, sized and textured to match the Anvil V. Why? Well... I know, I know, not the right way to deal with an overweight payload. But I do it anyway... bwahaha!