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M4ck

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Everything posted by M4ck

  1. Yeah, it looks similar, but I meant specifically KSP. It just seems to me like it's a repurposed - from somewhere - model. In my old times we only had the Poodle, Skipper and Mainsail (looking like a grown-up Skipper, shame it was changed later) in 2,5m category
  2. As the title says: wasn't the model for Wolfhound engine used somewhere else a looong time before? I definitely remember seeing it in an old version about 7, 8 years ago - namely the rectangular bump on a flat circular plate and small yellow circle on the underside around the nozzle. It was certainly modified, but these two thing jumped at me when I first touched them today. Was it perhaps and old Terrier, Poodle or maybe some weird monoprop motor added by a popular mod years ago? Any input?
  3. Any bug list/tracker for posting input? Trello, something similar? Why I'm asking - 3,75 m WOLF crew cargo container states it delivers 1 payload, instead of ~12, I think, kerbals. Every other size and version seems fine.
  4. By the way, any chance that the complete constellation (Konstellation?) will be added to CKAN for easier updating in the future, or not really?
  5. I have two questions - and apologies if they were asked and answered somewhere in this thread, but I cannot find it with up-to-date info. First, are Kontainers (I guess they are from this mod, they are put in Logistics tab, after all) supposed to tank your Credits upon recovery? After recovering a vessel on the runway, instead of reverting to SPH, I've noticed literally a couple hundred thousands missing... The seem to have some ridiculously high negative value when recovered. It looks like it's better to crash them into the ground than to recover them, if something like this happens. I ended just cheating these funds back in in the end. And second, I kind of remember being able to build stuff in my kolonies, a few years back, using Workshops or something similar, but I just cannot get it to work. The mod's wiki also only mentions EL (with the last update somewhere mid-2017), but on the first page here GC is said to be bundled. What's more, Julien249 mentions EL's Orbital Shipyard a few posts above. Is there any more or less up-to-date guide about it anywhere?
  6. Hi This may sound weird, but for some reason whenever I have a kerbal inside DERP escape pod and timewarp, he just disappears... The craft is not controllable anymore, there is no mention of it in the flight log, they are not in the KSC. Any idea where to start troubleshooting? I have a few mods instaled, but as far as I know the only ones that affect kerbals directly are your LS mods.
  7. Hello I've been away from KSP for a few years now, really glad you picked this mod up from previous creator. I have one small problem with it, though. Whether I try to move parts to vertical/horizontal on a single part, or using the "master" parent part, the game doesn't seem to register V or H. All other hotkeys for this mod work, I've tried remapping to different input - still same. There is no tooltip either when I press V or H while hovering on part. From previous posts I can tell similar problems came from people thinking it was a toggle, like a while ago, so I tried doing it according to the manual. Still nothing :[ By the way, if it helps, here's the list of my installed mods on a clean KSP install, all curent from CKAN: Chatterer Collision FX Distant Objects Enhancements Easy Vessel Switch EER Janitor Kerbal Attachment System Kerbal Engineer Redux Kerbal Inventory System MechJeb2 Module Manager Edit: It seems it somehow didn't like Janitor... I tried disabing mods one by one, and that was the only one that kept it from working properly for me... Weird.
  8. Hi there. I know I use a fair number of mods, but this is the only body that happens to have this problem I've seen so far. KSP 1.0.5, Kopernicus version for KSP 1.0.4 (as with the newest it just sh*ts itself and doesn't show any new planets :( ). What I have happening is that during a re-entry, after passing ~95 km altitude, the atmosphere disappears... I mean not very, very thin, but gone. I can timewarp and all. But after reaching ~50 km, it reappears as thick as it should be there, which is like crashing into a concrete wall for most of my crafts... Do you know what can be causing this? AFAIK none of my mods affect atmosphere, re-entry etc in any way :( Do you have any idea what can be causing such thing? Nothing appears in log on vanishing or respawning.
  9. This one. but as far as I can tell, they are not rotated. That's the only MODEL module used in the ones I used. Of course with different models, but no transformations applied, no TweakScale used on these parts by me. MODEL { model = PlanetaryBaseInc/Parts/FuelTank/Storage_g } Edit: On a second try, I welded the structures as the only stuff in Editor, not as part of existing vessel, and everything was fine... o_O before they were in a similar configuration in relation to the whole vessel as in these screenshots.
  10. Hi there. Do you have any idea why this could happen?... The first one is from separate parts, the second is what it welds into There are supposed to be two parts made from what's visible - the flat one made of 3x white halves and 6x quarter boxes, and the other one from the rest to make the cylindrical storage and its base. All but one part have only one model and nothing like texture switch, so in theory it should be fine. Just structural, fuel tanks and fuelcell. Nothing was EVER welded prior to creating these two parts.
  11. It's nice of you to share it, but TweakScale does the same in-game, without creating new files etc, so you might want to try that one.
  12. Hey, I only wrote that because without GN, it worked fine within the home system. That's why I thought it was GN's faul, not Kopernicus'. Geez... And you know what? I checked the Kopernicus thread, where people said so far it worked fine for them, the only problem was water was not simulated. I'm not throwing blame on anyone here, I just wanted the Dev to know what's happening in case it was something fixable on their side.
  13. It seems G.N. messes something up in 1.0.5... I have tried with Asclepius planet. Fresh 1.0.5 + Asclepius + new save = fine Fresh 1.0.5 + Asclepius + GN + new save = the game sh*ts itself before loading KSC view, to a black screen but with loading icon and (whichever) Kerman introductory message shown and Timewarp x1 visible End of log: [LOG 15:40:55.699] PhysicsGlobals: Loading database [ERR 15:40:55.713] [SurfaceObject]: Cannot return to original parent, it no longer exists. [LOG 15:40:55.714] [Kopernicus]: Fixed SpaceCenterCamera [LOG 15:40:56.310] [Kopernicus]: StarLightSwitcher: Set active star => Sun [LOG 15:40:56.483] ContractSystem: Found 14 contract types If left running for a while(one or two minutes), it shows two more lines like this last one regarding contracts, but that's it. HDD stops, CPU at 100% of one core, normal on others. Does it look helpful? Is it just my PC being SO SLOW that what was previously taking a couple seconds, now would take like 15 minutes after update to 1.0.5? Doesn't seem likely to me. Should I just leave it running and crunching data and just go make myself a snack or something? Edit: The exact same Asclepius/G.N./Modulemanager folders and files copied from 1.0.5 Gamedata to 1.0.4 Gamedata result in the usual fine Galactic Core system etc... So it's definitely something regarding 1.0.4/1.0.5 differences, IMO.
  14. Hey, no problem for me I was just curious about that. Now that I think about it I might have just rotated the view around M-kel stars and see flares overlapping, without zooming in closely... If that's it, my bad. On a side-note, C2-1 on Vassa is orbiting inside it's parent body... Particularly funny as its description mentions how closely its composition resembles that of its parent planet but that looks like just a missing zero in semi-major axis config.
  15. Looking great so far One question - is the thing that the star "lens flare" shows only one at a time, depending on which star is the closest one to the camera? Like ? By the way, all the M_kels seem to be at the same spot. Now that's a bit weird.
  16. It looks really beautiful The screens from flying over surface remind me of Giants: Citizen Kabuto sooo much!
  17. Hi guys. I have two questions about what's in the topic title. First of all, if I have KSP on Steam for Windows, will I be able to install it on some Linux distro, or would I have to buy it again for Linux? And the second one, are there any significant differences between these versions other than the memory cap? I remember reading something about custom input devices, is that all? I'm not really concerned about things like high quality graphics or a slight difference in FPS (I'm used to playing on absolute minimum detail on my ancient laptop, but will be getting a desktop soon, so it will be much better than now anyways), but I like using as many mods at once as possible like Kopernicus, KW, LLL etc, which are pretty RAM heavy... And Windows right now just won't do Should I wait for that awesome Soon Unity update, or just go to Linux right now if I'm willing to tackle it? Anyone here tried switching back and forth between versions, or at least have some theoretical knowledge about this, and willing to share?
  18. I tried searching this thread, but without success: does anyone else have this behaviour that dropping parts on ground or craft is fine (they fall freely and later slide), attaching parts on craft is fine (they stick), but pats "attached" to the launchpad (like concrete base) are loose, like they were just dropped, easily pushable by kerbals and ships? It has allowAttachOnStatic = true, after all... Do I miss something here?
  19. By the way, shouldn't it be possible to transfer fuel between two kerbals caught by two Klaws on the same vessel? Or get one in the external seat and the other with the Klaw.
  20. Kinda sorta, if you open the debug menu in R&D center and go to R&D tab, you can check for unassigned parts. You will get the IDs for male and female kerbals, flag, and a potatoroid. You can probably assign it to some custom tech tree, but I don't think you will find it in the file browser.
  21. Ha, been there, done that That's how a single launch of a 1,5kt heavy, Class-E asteroid hauler goes.
  22. HX series updated .cfgs, if anybody wants them; paste into B9_Aerospace/Parts/Structure_HX. Fixed nodes and one or two things regarding the engine, IIRC.
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