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Everything posted by inigma
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
inigma replied to Paul Kingtiger's topic in KSP1 Mod Releases
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. -
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.
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- rotation
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its running smooth for me atm.
- 2,176 replies
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- totm july 2019
- spacedock
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Not loading icons nor is persistent rotation working at all here either. Tell us what you need to troubleshoot!
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Icky sticky spawn madness...- 5,206 replies
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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
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- contract configurator
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
inigma replied to RealGecko's topic in KSP1 Mod Releases
Awesome mod. Adding this to: -
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.
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How to make a strategy compatible with Strategia?
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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.
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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.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
inigma replied to Firov's topic in KSP1 Mod Releases
would be cool if you'd add something like this to Smart Parts: -
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.
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[Closed] Quodios Kerman's Mine-To-Earn!
inigma replied to Quodios Kerman's topic in KSP1 Mod Releases
Awesome! I will be testing this for inclusion in the core Commercial Space Program modlist: