GavinZac
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Everything posted by GavinZac
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
Ah, I thought they'd introduced some sort of new 'parachutes don't work' feature. Looking forward to the fix!- 5,917 replies
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- reentry
- omgitsonfire
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[0.90] Stock Drag Fix - Mar 19, 2015 (BETA UPDATE)
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
Very clever solution. Very odd that someone at Squad purposefully added fuel weight to drag. I hope it's not a difficulty balance issue. I'll give it a go and see but all reports seem good so far! -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
GavinZac replied to stupid_chris's topic in KSP1 Mod Releases
-snip- Chris, where does your license stand on this? You've stated it reverts to CC after 90 days of activity, but I presume that limit was to limit forks if you took some down time. If you're, ah, ending development, does that trigger this revert or should people wait the 90 days? While I actually think Cerebrate hasn't done much wrong here other than follow the rules - you made it CC after all - I understand 'backseat modding' is particularly annoying. It will be a pity if you choose not to go on because some people really, really want to use your mod. Please do reconsider. -
Porkjet is best jet
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By writing their own code that the game helpfully loads up.
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Targetron lets you sort by distance, which will give you all the craft nearby, and then the ones far away. You click control on whichever you want to control.
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Gah. Seems a bit silly. Mod idea?
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Do you get the sample science, or do I need to send someone to pick it up :/
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[Plugin][WIP][0.23.5] Custom Asteroids 0.2.1
GavinZac replied to Starstrider42's topic in KSP1 Mod Development
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
Hurray, nanobot repair systems- 5,917 replies
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- reentry
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If it's a part that isn't in the game, ModuleManager won't find it and it won't be added. No adverse effects. If it's a module/plugin that you don't have being added to a part that does exist, MM will add it, but the Game will just write a long saying something to the effect of 'module PonyPower not found'. Still no real adverse effects
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[Plugin][WIP][0.23.5] Custom Asteroids 0.2.1
GavinZac replied to Starstrider42's topic in KSP1 Mod Development
If it were possible to create different categories of asteroid, a trans-NeptunianEeloonian object belt (worth more science) would be great, and perhaps even a few highly elliptical comets? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GavinZac replied to damny's topic in KSP1 Mod Development
Any particular reason why? -
Protractor - Rendezvous Plugin - Under New Management!
GavinZac replied to mrenigma03's topic in KSP1 Mod Releases
You can switch back to earth days in the settings. -
Using NASA Mission Control Software with KSP
GavinZac replied to Rich's topic in KSP1 Mod Development
Awesome, literally. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Sure, although you can only detach one end, the other end is 'fake'. I don't want people to get the idea that it can be used like KAS struts either. It'll need to be tested, too. I'm not super confident that it wouldn't cause explosions. Quick tip you've probably already figured out but I will give anyway for interested readers: If you always build the struts from the lower stages up, so that you first click on a stage that will be discarded, when the stage is separated and the strut breaks, the end that remains on the upper stage is only a temporary graphical representation and won't be there the next time you reload. Can help keep things clean. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
GavinZac replied to rbray89's topic in KSP1 Mod Releases
Please don't make that default. It's partly for the realism of a little element of uncertainty that the clouds appeal to me. Landing at Eve is as terrifying as trying to land at Venus! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
GavinZac replied to TriggerAu's topic in KSP1 Mod Releases
Super, thank you. Is this the final release of the v2 branch? -
Thank you! Nice little tool.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
GavinZac replied to ferram4's topic in KSP1 Mod Releases
Node size determines the strength of connection between parts. Two 3m parts of the same weight as two 1.25m parts will flex a lot less when connected by appropriately sized nodes.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Can you edit it to make it not show some stuff? IE stuff that isn't possible anyway? Atmospheric pressure scans on the Mun, for instance.