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kanelives
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About me
Rocketry Enthusiast
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Pats selection: How many more options?
kanelives replied to TLTay's topic in Prelaunch KSP2 Discussion
What's the argument against not having separate parts and only having procedural parts? It would be way less clutter in the parts menu. There's no reason to mod in additional tanks because they're redundant in most cases . If you care about career progression you can just unlock certain sizes as you progress. Super fine tuned customization when you need it. I can't think of any downsides. First thing I do on a new install is hide all the stock tanks that can be replaced by procedural tanks. -
Does anybody remember the name of the mod that allows you to activate engines that are in fairings? I had a weird issue where I had a craft with engines pointing toward the top and bottom and one set is off while the other is on, and when I turned one off it wouldn't let me turn it on because it was apparently 'occluded' or whatever it said.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
kanelives replied to Ven's topic in KSP1 Mod Development
[quote name='Mr C']Can you link the info on how to delete individual textures? I've been searching for forever and haven't been able to figure it out. :( There are a few of the new textures that I'd like to be able to use such as the new inline intake and the mk1 cockpit, but still keep the rest of Ven's gorgeous parts. Cheers[/QUOTE] This info would be appreciated by me as well! -
[quote name='Borogove']No, I've added and removed a lot of stuff. I suppose I could try freshening up. UPDATE: Reinstalled KSP, re-CKANed, and it works now. Thanks.[/QUOTE] I'm getting that issue too, not sure what I did wrong... I guess I'll just try again. I figure out what it was I'll post it. Edit oh wait, redownload ksp...
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For instance, my abort action for the initial stage is supposed to shutdown the main engine, decouple the solids and fire the thrusters to separate them from the core booster, decouple the landing pod and fire the escape tower. The groups are right, it's just some of the commands don't fire. The main engine does not shut down, the solids do not decouple and the sep motors to push them away do not fire. The escape tower and decoupling on the pod do work however. So it's only some of the commands that don't work. How would I go about generating logs for this? Launch a ship, fire the abort command and then land and end the mission?
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this...
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Kuroko! So I can go to space without binging the clamps with me now? Great!
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My actual mechjeb part,like the little thing you stick onto the sides of ships, keeps exploding for seemingly no reason. Like I'll be flying and it just blows up at random. It's always been in a fairing so far but I've had it blow up in space, shortly after I leave the pad... Is it just me doing something?
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So far 1.0.2 has been a lot laggier for me vs. the last version. I have a bunch of mods installed so I assume it's that but I have the same set installed on the previous version and it seemed much faster and bug free. Got lots of stuff blowing up for no apparent reason and launch clamps appearing and falling off me mid flight. Also looks like copies of my ship are being produced as debris mid flight as well.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
kanelives replied to stupid_chris's topic in KSP1 Mod Releases
StupidChris I love your icon, and your mod. wenk. -
[1.0.4] Instell Incorporated Experimental Technologies
kanelives replied to 8bitsblu's topic in KSP1 Mod Releases
So if I make a plane with a heat shield in the front and just go mach as fast as possible... I'll try it tomorrow. -
But can you change the sizes on the thin ones?