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Everything posted by Starwaster
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I dunno, I have a few rockets that use multiple stretchies and I'm using KJR and it's on RSS (so you know they're a bit more massive and having to survive longer to get to orbit) I don't seem to be having the same issues that others are. It's puzzling, I dunno why. If I see it happening in the VAB I fix it as mentioned above or I throw it away and grab another off the shelf....
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
OR @PART[*]:HAS[~breakingForce[]] { breakingForce = 200 } @PART[*]:HAS[~breakingTorque[]] { breakingTorque = 200 } And never have to worry about missing breakingForce / breakingTorque ever again. (otherwise your rockets will be breakingBad) Requires ModuleManager 1.5.x- 2,647 replies
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- kerbal joint reinforcement
- kjr
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BobCat Ind. - Colonization, exploring and research vehicle
Starwaster replied to BobCat's topic in KSP1 Mod Development
Generally when that happens, you update things to work with the new version.... or is this something that is just so horribly broken that there's no fixing it ever? I'm really finding that hard to believe. -
I was playing with a stretchy in the VAB last night and its top/bottom attach nodes jumped to the center of the tank. Which is what I think the OnLoad() bug is, isn't it? So what I did was shrink it back down until the top / bottom were where the nodes were. Then scaled it back up and they rescaled too, right back to where they belonged.
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Rockomax Adaptor Questions
Starwaster replied to Darkeldar's topic in KSP1 Gameplay Questions and Tutorials
If you absolutely have to do it, you can work around the problem with docking adapters. Put your decouplers on. Then attach 4 docking ports. Then put 4 more inverted under those so that they will automatically dock when the rocket spawns in. Then put your adapter. I have not done that myself but I've seen pictures of that setup on the forum.... so apparently it does work as described. -
Sigh, ok, fine. He can keep Kerbaling. Astropapi, here's your rockets back. I keep meaning to build myself something like that. I don't like wheels.
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Turn in your rockets. All of them. You're not allowed to Kerbal anymore.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
Right. See #2 -
What tha..... where the hell is your VAB??? I can't see it through that morass yer callin a rocket!!!
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Starwaster replied to asmi's topic in KSP1 Mod Releases
Two reasons possible. It was an emergency. (in which case you answered your own question) It was part of an exercise. -
Go watch the movie Apollo 18. The answer will become obvious. Also you will never want to leave Kerbin ever again....
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Question regarding noseConeShape to e-dog or anyone else who has successfully used it. Anyone have any idea how to do it? (images below) I'm trying to make a blunt nosed triconic fairing. Using the following: noseHeightRatio=3 baseConeShape=0.3, 0.3, 0.7, 0.7 noseConeShape=1, 0.0, 0.66, 0.33 baseConeSegments=2 noseConeSegments=2 The closest I get is... What I'm trying to replicate (more or less) is this: -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Starwaster replied to PolecatEZ's topic in KSP1 Mod Releases
I dont think you can use that on a Mac. First and btw, batch files predate Windows. It's a DOS thing. If you open it up with a text editor you'll find it's just a bunch of DOS commands which for compatibility still work on Windows command prompt. If you were running Windows you could type out each line one by one and it work. So that's really all it is. Just a batch of commands for the OS to execute. I dont use Macs a lot but IIRC the closest thing you have to a command prompt is based on a *nix OS. The commands would be unfamiliar to it and the KSP folders won't even be in the same place. You don't even refer to drive locations the same way. hope that's not TL;DR but just trying to demystify this a little... -
not really. but they ARE further away.now.
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what about the stability issues in the IACBM parts? Seems like scaling them up would make that worse....
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Alternatives to Ferram for realistic drag models?
Starwaster replied to Proply's topic in KSP1 Mods Discussions
FAR kicked my puppy and stole my launch money!!! -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Starwaster replied to yongedevil's topic in KSP1 Mod Releases
Wait, what?? Are you using the latest dev version? I've never seen the scrubber turned off by default in the latest version. It's switching itself off when you change to another ship??? Right that's what I get for not reading EVERYTHING.... this is bizarro -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Request that 'aeroshell' be added to list of fairing-type names to look for, the next time the plugin is updated.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[WIP] THSS - Tri-Hexagonal Structural Strut
Starwaster replied to Semni's topic in KSP1 Mod Development
It's not a question of new textures. It's a question of UV support in the mesh for new textures and there is none. I tried to make some textures for them and they only support (IIRC, it's been awhile) 2x2. So even if you make nice textures, they won't map properly to the meshes at all. Additionally, specular shading doesn't seem to work right for them. I'm not quite sure why that is. Lack of UV map? Or do models have to declare what shaders will work with them? Not sure, but I tried to set specular properties for them in the config file and it just didn't work. -
I only see that if my craft overheats during re-entry and explodes and I then exit to space center. (F9 avoids this fate)(I think reverting does too)
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If by awesome you mean 'never pick up a woman ever again' then yeah, awesome pickup
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What would the Isp be? (of ingested H2O2)