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inigma

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Everything posted by inigma

  1. Surely there must be a mod or modder who can make a mod that locks W to always down on command. Anyone? Idea: mod makes it so that hitting ctrl+shift+w locks it to down, and tapping w again releases the lock.
  2. Was aiming for a Kerbalized version of this: Looking forward to taking this baby out for a spin thanks to Universal Storage: Joncott class orbiter service module capable of surviving 18 days in Kerbalism space. Now with the service bay doors open. You can see fuel cells (2 on board), oxygen tanks, hydrogen tanks, RCS tanks, a KIS container with repair parts, and a few DMagic science Universal Storage modules. Will look even better in KSP 1.2 once we get that fancy communication dish. Thanks @Paul Kingtiger for an excellent mod.
  3. CKAN replaces the 1.1.3 version with 1.8.1. Can you add to your GitHub release page the PR 1.8 version so I can fix my 1.1.3 install? That would rock. You don't have to support it, just make the version available.
  4. Not loading icons nor is persistent rotation working at all here either. Tell us what you need to troubleshoot!
  5. I don't have 1.2 yet. I am not entirely sure I want to devote time to a shuttle rebuild yet. I still have GAP 1.3 to get out the door. After that, roads open to STS-8.
  6. arg... placing buildings using the spawn functions in CC is just... frustrating. and explosive. ok so i thought that the terrain at Valentina's island was too demanding. So i found a nicer slope. I placed all my objects (thank you Vessel Mover!): and then input the location, pitch, and headings as you see here: into the contract: BEHAVIOUR { name = SpawnTiki3 type = SpawnVessel VESSEL { name = Tiki Hut 3 craftURL = ContractPacks/GAP/Assets/Land/Tiki Hut.craft flagURL = ContractPacks/GAP/Assets/Flags/KSCIslandTours vesselType = Base owned = false pqsCity = IslandAirfield pqsOffset = 7945.96075858283, 8034.4158901435, -207.624901344447 heading = 80 pitch = -84 alt = 13.9 } } and loaded contract and loaded object at the island, and kablooie!!!!! parts and dazed kerbals everywhere. So I hacked gravity to really slow up what was happening. And then accepted the contract and loaded one of the objects: clearly not um... the way it was programmed. pitch angle is off, heading off, and then 1 second later instantly: sudden flippin? huh? but still off on all counts. weirdness. The incorrect heading and pitch, and then sudden flip (still wrong) are slamming my poor creations into the terrain when gravity is on, causing them to explode whenever a player gets within physics range. bummers. @nightingale any thoughts? here's a link to the contract and files: https://www.dropbox.com/s/erpsezp0oopba3v/SpawnBug.zip?dl=0 most likely part of an outstanding CC spawn bug: https://github.com/jrossignol/ContractConfigurator/issues/363
  7. Well, I just had in mind to offer up the following: A cheap/free strategy where all funds received are converted to science. A cheap/free strategy where all science received are converted to funds. A cheap/free strategy where all reputation is converted to funds.
  8. How to make a strategy compatible with Strategia?
  9. Is there a way to disable the automatic fairing build feature of the Airstream Protective Shell when placing the part on a rocket? I just want to be able to place the base part without having to disable build fairing on it afterwards. Currently when you grab the part from the editor, and then place it, it automatically enters into fairing build mode. I want to disable that until I actually want to begin the process of building a fairing. Any ideas? The reason is that I have designed several lifters where the fairing in the root part, but once I attach it to my payload it immediately enters fairing build mode which is quite annoying, especially if I want to edit the payload further before building a fairing for it.
  10. Added Stage Recovery. It only makes sense. And also recommending Easy mode setting for KRASH simulator. I've noticed many sims getting more expensive than the real thing lately.
  11. I'm holding off to release GAP 1.3 until 1.2 release and CC compatibility. Buys me time to add in Lupi's Landing.
  12. would be cool if you'd add something like this to Smart Parts:
  13. insert breath-taking gasp. AWESOME MOD! will definitely include this in my gameplay. would be cool if this could be incorporated into Smart Parts as it would be a perfect complement to it, and trigger other action groups.
  14. Awesome! I will be testing this for inclusion in the core Commercial Space Program modlist:
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