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Everything posted by Vorg
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Vorg replied to Galileo's topic in KSP1 Mod Releases
Is there a way to turn the sun flair down? I don't mind a little. A little is nice, but default to me is way too much. -
KER before OPM
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That seems like an odd requirement. Is it a stock mission? I think all non-aircraft wheels are motorized. You can turn motors on and off on them, but if you don't have at last 1 on, then the craft won't move. And I see no horizontal thrusters on that thing
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Just a note, but it is my understanding that water can not be compressed. In fact, when frozen to a solid, it expands.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Vorg replied to DasPenguin85's topic in KSP1 Mod Releases
Maybe there is a way to make the frame the core is in act like the core getting the right click options when it has a core plugged in? -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Vorg replied to lo-fi's topic in KSP1 Mod Development
I don't under stand why spheres are being used for cylinders. It is clearly causing colider issues by hitting part on the vehicle when it really isn't. -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Vorg replied to nodrog6's topic in KSP1 Mod Development
Green light is prefered for night lighting because it doesn't interfer with your night vision as much. Other colors will change your eye dilation more making it harder to see if/when the light is removed. You will notice that NV equipment tend to use green phosphor displays. -
8192x4096 seems like an awfully large image file to be using for anything even if it's greyscale. What about switching to procedural clouds? Here is a site that may have useful info: http://vterrain.org/Atmosphere/Clouds/
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Couple more things to add to the list. Maybe the standalone engine should be on the engines tab. Right now it is in the fuel tanks tab. The stationwagon part doesn't have a hatch. maybe put one on the rear. The short white truck cab has a problem with access location. If you put wheel block as the first block which would put the wheels where they normally are and helps with COG location, The kerbals get hung up any fenders there and unless the wheels are stuck out, they get blocked by the wheels. The "ladder" area and hatch area need to go forward a small amount. I seem to have problems finding a hatch on the yellow cab for kerbals to get back into. Does it even have one?
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How heavy was the craft and how much gravity? The micro legs may only be for light un-maned probes.
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Vorg replied to Gaalidas's topic in KSP1 Mod Development
1.1.1 is out, off your hands and back to work! -
1 bug smashed, and another pops out... It's wack a bug. The wheels (yes, I know, they..), My guess is that the numbers (.60, .70, .95) are the scale factors you used when reusing stock wheels? Did you also rescale the collider meshes? Because if they are too close to the fenders or the trailer or anything, they pop. Which means if they are up to close to any of the fenders, they pop when the craft is spawned. And I am seeing that the smaller wheels seem to need to be just as far down as the larger ones. I know they are having problems with landing gear and wheels breaking/exploding when they touch the ground which may be the problem. But what I am seeing is the wheels break and are listed as blocked when physics loads and the truck drops on the runway. If I move them way down, they seem ok, but with the truck wheels, the kerbals will need a ladder. As for mods... yea, I am up to about 40 now I could get a list of the ones that AVC shows, but I am fairly sure this is ether the stock gear/wheel bug others see, or it's colliders mesh colliding and since I can simply move the wheels down to give more clearance, that seems the most likely. Now why they are a problem may be another story.
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Good news bad news? I tried it tonight and I can now attach to the bottom of the trailer bed, but not the top. To use the nodes on the bed I have to turn it up side down or they hang down from under it. In some ways flipping over is a good then because it puts the parts lower. There are simi-truck trailers that have the middle section lowered like that. But it also puts some parts in side the trailer such as where the node is over the attachment block. Another problem, maybe not related to this mod, While in the SPH testing this, I crashed to desktop and I don't see any crash logs in the KSP folder tree.
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There is some wonkyness with radial attacthing. I tried radial attaching the solar panels from a roverdudes mod to one of the cabs in the SPH and it wanted to put one upside down compaired to the other. But a bit latter in the same session it worked. I have seen others reporting strange problems with radial attaching and it sounds to me like it might be a stock problem that is hitting mods at simi-random.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Vorg replied to blizzy78's topic in KSP1 Mod Releases
There is a option in the settings menu that gives more buttons. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Vorg replied to RoverDude's topic in KSP1 Mod Releases
I noticed this awhile back and normally panels do only collect from one side, But they are black or dark dark blue on the other side so that you know which side collects. Maybe Next pass on this mod Rover Dude can find a couple of unused pixels on the texture map for that back sides? else make them work both sides which might be a config change. -
After I quit the game last night I remembered that one of Rover dudes mods has a science box as a part to a mini rover kit. But I don't recall seeing it. So it may not unlock until later when you get the rover.
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So was playing around with this last night in an early career mode trying to build a cheep science rover for going around KSP and noticed some balancing problems. The wheel arch/boxes are 100cr, but the simple middle sized box/frame in the same size is 4x the cost. The Yellow van cab has the smallest engine of the early cabs and no air intake yet cost the most. I think it also is among the lowest on included fuel. There where other values that seemed a bit off when compairing parts. I know wheels still need work and even the stock wheels are having problems, but using the middle sized wheels and with the stress indicator showing 0 for all wheels, I broke both front wheels driving off the dirt runway on to the grass where it changes angles. They seem a bit fragile. I also am finding the traction/friction options confusing. There is a slider that goes from 0-5 and default is 1. Trying to make it stop acting like the rear tires are being sprayed with oil, I tried bumping it up to 2. But at 2, they want to go backwards... I think it was the traction slider. Also just noticed, none of the cabins can take science.
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[1.12.x] IndicatorLights v1.8.3: Small, convenient, informative.
Vorg replied to Snark's topic in KSP1 Mod Releases
Lights for electrical/electronic parts, good idea, I like it. For engines, maybe green for active, red for active but starved and blue for active but throttled. Not active, no light. But for parts like tanks? don't see a point to it. -
The problem is, an electric screw driver is more advanced then a wrench, though not by that much. Kerbals are building rockets, they should already have both.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Vorg replied to blizzy78's topic in KSP1 Mod Releases
"Precise Maneuver" or "Precise Node"? This is Precise Node thread and I know there is some problem with Precise Maneuver through errors atm, but you would have to check that thread for more details. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Vorg replied to cybutek's topic in KSP1 Mod Releases
spacedock does send out emails when a mod is updated. But using AVC will check at start up and provide a link to DL. So not that big a deal -
I removed the city lights because I don't care for them that much and I noticed in the shaders folder there are also files for city lights. Should they be removed as well? if nothing else, to reduce system load?
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The nodes on the trailer bed parts are a bit bugged. It's very limited on what will snap to them and then, some will only snap to the bottom no matter which way you turn them. Might be related to when they changed nodes to have up and down.