DoctorFoo
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Everything posted by DoctorFoo
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
DoctorFoo replied to KospY's topic in KSP1 Mod Releases
I reinstalled KIS and now it's performing as it should. Sorry for the false alarm! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
DoctorFoo replied to KospY's topic in KSP1 Mod Releases
Stock Docking Port Jr., trying to attach it to either the Probodyne probe or the Mk1 Lander Pod while on EVA, using 1.1. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
DoctorFoo replied to KospY's topic in KSP1 Mod Releases
KSP crashes when attempting to attach a docking port. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
DoctorFoo replied to KospY's topic in KSP1 Mod Releases
I can't locate the screwdriver or wrench anywhere in 1.0. Am I missing a dependency somewhere?? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
DoctorFoo replied to cybutek's topic in KSP1 Mod Releases
Yea, that still works -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
DoctorFoo replied to cybutek's topic in KSP1 Mod Releases
The button for KER appears to be missing from both the VAB and in-flight. No way to summon or hide the engineer now. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
DoctorFoo replied to KospY's topic in KSP1 Mod Releases
How did you manage to grab the KIS container while on EVA? I haven't figured out how to manipulate it outside of the "Grab" function. -
(In Dalek voice) Update! UPDATE!!!!!
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Wandering Kerbals
DoctorFoo replied to DoctorFoo's topic in KSP1 Suggestions & Development Discussion
I agree, it would need to be something the user would have to initialize or upon certain static conditions (ie. craft firmly on the ground after X minutes, in a stable orbit with no upcoming maneuvers, etc.), and their should definitely be a "stay in your seats" option you can activate. -
Not sure about if anyone else out there would want this (or if it's been mentioned before), but what about an addition to the game or mod that would have the Kerbals, instead of always sitting idle in their craft until summoned, go outside of their own accord and "wander" around the immediate area, either inside something like a defined bounding box or on some kind of "track" (procedurally generated or defined by user input). It would give landing sites, colonies, and space stations a little more life and might even be employed to have them performing certain tasks, such as gathering science or repairing rover legs/wheels on their own (that's about all they really can do in EVA at the moment in the stock game). Of course the Kerbals would need to return to their craft before they're out of RCS propellant (if on orbit) and would need to be recalled before a maneuver so as not to be left behind, and you'd need to be careful not to hit any of them when docking or landing. Thoughts?
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[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
Actually the KSO docking ports work just fine with the stock ones (regardless of size). Not sure about Fustek's. -
[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
khaaaaaaaaaaaaaaaaaaaaaaaan!!!!!!!!!!!! -
[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
Please pardon my ignorance, but which welding mod are you using? -
[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
I've been having SST problems with docking too. Twice now I've had the docking ports "jam" while docked to my station and prevent me from undocking. I had no luck editing the save file to undock them so I deorbited my first tug and now my second one has the same problem -
Apologies if this has been mentioned elsewhere or is redundant, but helldiver (creator of the excellent Kerbin Shuttle Orbiter System) has run into some very frustrating snags with Phases II and beyond of KSO: From http://forum.kerbalspaceprogram.com/threads/68429-0-23-Kerbin-Shuttle-Orbiter-System-v1-13-aka-Kerbin-Mini-Shuttle/page157 "Having to copy textures that are shared by multiple objects was it for me (and yes if it weren't for Naz doing some workarounds, each station module would have had its own internals folder with copies of the same texture file), which pardon my French but is bull**** and demonstrates total lack of proper experience, design, and quality control on behalf of Squad. This needs to be priority number 1 before spending a dime on NASA inspired DLCs. If you guys would like more quality free mods made by me, you guys as a community will have to request from the Developer the following: -Textures must be able to be shared by multiple assets regardless of their designation, whether they are a prop, internal, or external. Preferably a dedicated Textures folders the way Skyrim and pretty much any Mod friendly game does it. This helps the issue of having to repeat the same texture on assets that share it. As it is right now (I've never seen an engine do such an inefficient and absurd method) each part must have its own Internals folder, and even if the same texture is shared, a copy of that texture must be in that internals folder, and a copy of that texture gets loaded into memory (I can't confirm that). That is absolutely absurd. -Texture and Asset memory management. Folks are already cutting parts and mods off. An argument could have made that all the Phases in the KSOS could have been separate. But guess what? The savings you would have received by having it separate wasn't that much since all the parts shared the same textures. However, because of the way that KSP is currently configured, you would have had to re-download and install all textures used by the other phases shared by each other anyhow. -Internals should be treated like any other object. Allow us to specify directly where the Internal geometry's textures are located. -A workaround for texture lookup could be a Unity KSP export tool that allows the modder to designate specifically the location of an object's textures. The asset will always look in those folders first and then check the default folders if it doesn't find its texture. Alternatively, KSP should use a Textures folder with a part subdirectory. Modders place textures here and point to them in their exporter. In the end these suggestions help everyone: -Squad wins because it means more quality mods out there. It makes their own asset scalability and production cheaper and efficient. -KSP owners can have more mods installed in a game lacking content. -Modders have an easier time getting their mods to work on a variety of systems. I have zero interest on further phases. That includes Phase III which includes the larger 2.5meter KSO, why? Because it shared assets from the first KSO and the other phases. Unfortunately that would mean having copies of the largest files (such as the cockpit textures) inside the internals folder of the Super 25. Same goes for the moon lander and pretty much any other IVA'ed object I create. And as you all know, my goal is primarily IVA'ed spacecraft and spacecraft components. I have very little interest in flying lugs, which sadly the SST has now become. " I'm not a programmer or a KSP modder, but a long time ago I was heavily involved in aircraft texturing for MS Flight Sim 3rd party aircraft, so I do somewhat understand the issues at hand but only to a limited degree. KSP has a relatively short ceiling for modding at this time, and while it technically is still in Alpha, there is a risk of losing out on some amazing potential content with this current limitation. Correcting this sooner rather than later would prevent the communty from losing such skilled modders as helldiver and his associates.
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[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
Gravity...no gravity...so what? The IVA looks awesome! And your efforts are greatly appreciated across all of Kerbaldom. -
[0.90] Kerbin Shuttle Orbiter System v4.13
DoctorFoo replied to helldiver's topic in KSP1 Mod Releases
Is there even a point to using the Buran or ISS arms? The wobble makes them unusable and ends up destroying whatever craft they're attached to, caps lock has no effect. -
Component Space Shuttle V 5.0.1 (July 14, 2013)
DoctorFoo replied to Cepheus's topic in KSP1 Mod Releases
Any chance you'd be willing to post the progress as an alpha in the meantime? I'd love to have an improved shuttle to fly around even if if can't land properly. Is there also a possibility of disabling the gears altogether and we can just add our own gears (B9 et al) in the interim? -
I've had a couple of launch glitches, with the NASA style it wobbles to the point of shaking itself apart on launch, and the Buran has a habit of taking the center tank engine mount with it when the boosters separate (also the OMS kick in right after the boosters stage for some reason, had to rearrange the staging). The solution I found on the Buran launcher is to roll it heads-up for the gravity turn, that seems to let the boosters fall away without taking the engine mount with them. On orbit, Mechjeb gets to within 0.3 m/s and then the target rapidly veers away and the orbiter starts tumbling to catch it. It can never seem to rendezvous with anything as a result. I've had similar problems with the Component Space Shuttle, so I'm not sure if that's a Mechjeb issue or not. I'm still relatively new at Kerbal so I might be missing something.