Cyst
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Everything posted by Cyst
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Cyst replied to Porkjet's topic in KSP1 Mod Releases
Works with 1.1.3, but with two issues I've noticed (as did others now that I read the comments), 1) the exhaust port's texture of the jet engine is...weird, but not that disturbing, 2) Lightbulb gimbal, it has no yaw control. If anyone could use a wee bit of computer magic and make it work for those who'd use this magnificent engine, it would be appreciated! Yes, I'm talking about me primarily. -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Cyst replied to lo-fi's topic in KSP1 Mod Development
Not to hurry you or anything, but could I/we have a rough estimate of release please? A day? A week? A month? I loved this mod, especially the tracks, can't contain my excitement. -
Interesting. I should've seen that coming. I've removed then installed the mod again, same problem occurred; checked the 'KIS.version' and it's the same also. Then grabbed & installed the mod manually, it works like a charm now. It seems I do not have a KIS problem, but a CKAN problem. Thank you for the help!
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Yes I am using a laptop but I am also using a regular mouse with it, can't do with the touch pad. I can give you a screenshot if you need, but that will show you exactly nothing, as that is the nature of my problem. "As for the items pulled out of inventory", I might have been unclear. I *can* put things back to the inventory, as long as it fits the inventory. A giant engine for example that fits a container may not fit a Kerbal's inventory. I brought stuff in a container and left the planet with that container, so all I had left on the planet were the parts I threw out of the container, and my Kerbals' inventory, too small for the parts in question. I can put stuff back to the inventory, the problem is that I *have to* put stuff back to an inventory (OR container) before I can place them again. Simply grabbing a part on the ground and trying to drop/attach it somewhere does not work, the only thing I can do with them is to put them back in a container and THEN pulling the same parts out of it, I can finally place them. Also, it's a clean install, with (supposedly) the latest version of the mod, with a new career. I'll edit my post, add a screenshot & the log when I get home in the next few days, see if it helps. Thank you for the quick reply. Edit: Uploaded images (with a sad story...) here:http://imgur.com/a/RzQX6 and the .log file here: http://s000.tinyupload.com/index.php?file_id=44455706843465473801
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I have a problem, maybe. Attaching parts work, dropping parts also work, but grabbing and trying to attach or drop parts does not work -it does not respond to clicking, and it does not show error message (i.e. "too far"/"too heavy"). No matter the type or number of Kerbals, or their equipment. Tested it with command capsule, ground pylon, fuel tank, solar panel. In short, once something is on the ground, it has to go into an inventory before it can be attached or dropped anywhere else. ...I dropped my stuff out the container and left the planet. Since some things are too heavy/big, I cannot move them anymore. Is it a known issue/mechanic, a bug, incompatibility, or am I doing something wrong?
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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Cyst replied to rbray89's topic in KSP1 Mod Releases
No, I've but expected it to be faster. Overall it took 7 hours, no crashing happened. -
Possibly it is not the best place for it, but I would require some help, if anyone could spare the time. I've been trying to use R1A RCS thrusters (the one using compressed air) to propel an airship. Works fine, however I am required to continue pushing a button in order for it to work. I wish to be able to leave it. I've been trying to modify its .cfg, (using the stock "O-10 MonoPropellant Engine" as an example) but without actually knowing what I do I had no luck, thus my question/request; Could anyone tell me what to change in order for it to work like regular LF/LFO engines, responding to Shift/Ctrl throttle controls? Thank you!
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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Cyst replied to rbray89's topic in KSP1 Mod Releases
Day 6. I don't know what to expect, but I fear I won't live long enough to see it for myself. 20% compressed. I'm losing hope. Seriously, it's been 3 hours or so and not even a fourth is compressed. xD -
For some reason the mod's icon does not show up on blizzy78's Toolbar. Any reason why, or how I could make it show up? The option for it is there, it just doesn't appear. I have the latest of both mods, both work alone. Thank you!
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I'm afraid I have a problem. =| It seems to me that "TAC Fuel Balancer" mod does not work for some reason because of this one. A little icon it had, a quite important one for it was necessary to initiate it, and seemingly this toolbar does have an option to include that on it, but even if I check the box, for me it just doesn't show up on the toolbar. I've removed it and the fuel balancer's icon came back, I'm a 100% sure it's the problem. Does anyone know anything that could help me fix this problem? Thank you!
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Cyst replied to sirkut's topic in KSP1 Mod Releases
Yes I have. I have checked if I had the latest version of everything, their compatibility/incompatibility with other mods. As far as my observation go, it's just...buggy. =/ The one-size-parts isn't much of a solution either. Anyway, thank you. -
Sweet, it's fun! Thank you. Also, "Gesundheit"; well, as others explained. Aside from its true meaning, it's sometimes used as a...witty indication of ignorance, meaning "I have no idea what you just said".
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[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
Cyst replied to OtherBarry's topic in KSP1 Mod Releases
Ever since .90 I've been experiencing weird no-texture bugs with some/all parts some mods have to offer, same happens with these mods (procedural wings/parts/airships[?] with the exception of fairings). Right clicking on a part to select texture say something like *missing texture* / *no texture*. Any ideas what could the problem be? Thanks! -
I think wings do not generate more lift. At least they don't for me. Tried to build something slightly bigger using upscaled parts; fuel tanks work fine, engines work (though their effects aren't scaled), air intakes can "store" more air but take in just as much, and yeah, wings' lift does not increase with size. I've tried testing the swept wings, 400% the size, craft barely flies -just like with the original sized one. Considering how all my crafts using rescaled wings tend to fail, whereas the majority of those using non-rescaled parts are at least capable of taking off, I'm rather convinced it does not work.
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Gesundheit. . . . ...What in the name of sweet potatoes is that?
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Cyst replied to sirkut's topic in KSP1 Mod Releases
My apologize but tweakscale bugs the hell out of my crafts, not to mention the numerous mods crashing the game because of it. Is there a non-tweakscale version of these parts? -
Perhaps I've had the same "problem", took me quite a few minutes to realize there are 2 versions of each fairing, one under aerodynamics tab (which is ejectable) and the other under structural (which isn't [supposed to be]). Did you not use one instead of another by accident? - - - Updated - - - Also folks, if you could, I have a question. I am trying to use the mod's ability to build custom fuselages but it's always ejectable; it shouldn't be if I'm not mistaken. I use v.3.11, of the mod, I use the "fuselage" fairings under structural tab, not aerodynamics, and I use the "interstage fairing adapter" (with the tooltip of "...remember to add a decoupler if you need one" which I didn't), yet it cuts my craft in half. Any ideas why? Perhaps a solution/alternative? Thank you.
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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Cyst replied to lo-fi's topic in KSP1 Mod Development
I'm not an idiot (not that you assumed it), I've managed to maximize grip by setting suspension to maximum, spring strength to 2 and dampening to maximum as well, this way even turning the wheels have a better chance of staying on the ground in low-grav environment, instead of bouncing and flipping over and such. Current craft, your wheels (8 of the 2nd biggest) torque at .75 each, 10 m/s on the Mün, still takes 30+seconds to fully stop. I might be a god when it comes to rovers because mine tend to stay on the ground, wheels down, even the stock ones. No flipping, at least not when it counts. I tend to test things first but that doesn't count, does it? -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Cyst replied to lo-fi's topic in KSP1 Mod Development
Haha! No... Repulsors are a no-go. Tried, ended up going at 100m/s without doing anything, uncontrollably sliding downhill. Though it's fun on planets with atmosphere, there I can equip the craft with winglets to...actually have control... So... Yeah... Back to useful things (^^): Wheelz and trackz. For safety reasons I do not go faster than 15m/s. Slow, but sipping coffe while Mechjeb does its job makes up for it. Anyway, that's 33.5something mph, not 80. If I would go that fast, I would understand that I don't stop right when I hit the brakes. Or turn when I want to. Or at all... But again, a single slope on a low-gravity planet and the craft continues to slide uncontrollably, which is really no fun, it's frustrating. It is a reasonable amount on Kerbin, I agree, but not on the Mün for example. It's a pain on the Mün. My feels, man, my feels. =/ I don't suppose you want to add a "grip" slider to modify the wheels' grip the same way we can modify suspension, torque and such, or do you? Do not want to tell you how to do your thing, but in my opinion it would be reasonable. Kerbals covering the wheels with glue for better grip... Yep, totally reasonable. ^^ Anyway, thank you for the quick response! -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Cyst replied to lo-fi's topic in KSP1 Mod Development
I've ran into a strange occurrence, I'm not sure if it's a..."bug", a general change in KSP itself, or an intended addition. It seems to me that these wheels and tracks have less friction than the stock wheels did in 0.23-0.25 (last time I played with KPS), which is not a problem on Kerbin (and other celestial bodies of similar gravity) but on the mun for example... Noticed the same thing happens to smaller wheels and the biggest "mole" track, whether my craft is lightweight or a heavy a** beast. On a 20° slope I could hardly stop, took me literally minutes, while merely turning makes my rovers continue to slide forwards. What is it? And is it possible for me to, I don't know, change the .cfg documents to increase the friction generated by these wheels? These parts look so sweet I do not wish to trash the mod. =| Thank you! -
Importing crafts from sandbox to career?
Cyst replied to Cyst's topic in KSP1 Gameplay Questions and Tutorials
I failed the attempt of importing the crafts (copying the .craft files from the sandbox's Ships folder to the career's Ships folder). The crafts show up but it says "Contains locked or invalid parts", while this statement is false: parts are neither locked, nor invalid. I deleted no mod, nor changed anything, I am able to load and launch them in sandbox mode but not in career mode. -
Importing crafts from sandbox to career?
Cyst replied to Cyst's topic in KSP1 Gameplay Questions and Tutorials
Already done that, I've imported the 0.21 sandbox saves into my 0.23 sandbox profile, it worked, but I can not import them in career mode. I have this profile I'm "playing with", I have unlocked all tech yet I can not load the crafts, saying something like 'invalid part or missing tech' but it's neither. Anyway, thank you. -
Tips and tricks you found out yourself
Cyst replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
Not really a trick and maybe some (if not all) of you already know it. I am using air breathing engines to push the craft above the atmoshpere, only then I fire up the main engines thus saving a LOT of fuel. -
Ever tried to build something really big you can't possibly get to orbit? Do it!!! I didn't succeed but maybe you do. Edit: I've been building a mars base: base itself done, made out of 14 sections, a small(er) fast rover, a big (I mean BIG) fuel and a big rover carrier rover, now only the thing left is an airship capable of "repairing" (more or less) damaged small rovers, towing them up and carrying them.