ModZero
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Oh... is that because of the stock air resistance being too great for any kind of explosives that wouldn't just destroy the rocket outright?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
Y'know, claiming to need things you actually just want is kinda creepy... I'm pretty sure you're looking for the kind of peace delivered in the BDArmory mod. I have no idea why, it's totally not related to using words like "bloody", claiming to have a "need" and beating a dead horse.- 5,917 replies
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BTW, if you're looking for light satellite LV, then consider my favorite: It's silo-based, so not entirely practical in KSP, but the entirely ridiculous ejection system is worth it :-)
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I herd U like ships.... Edit: but only unmanned, Kourou has a more equatorial location, but Soyuz descent module is not suited for sea landing. It once fell in a lake and it took 9 hours to retrieve it.
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Probably both. Cold tanks and lots of humidity to condensate on the tanks. Further speculation: less insulation than on H2 tanks used by many US ops, and color schemes that exaggerate the effect. Also, compare same rocket, but launching from French Guiana (more likely closer in climate/humidity to KSC?): EDIT: actually, either that's very dependent on the weather, or the lighting in that photo is *not* first miliseconds of a launch, and therefore not fueled. See: http://www.esa.int/Our_Activities/Launchers/Launch_vehicles/Soyuz. EDIT: also, in unrelated news, soyuz assembled American-style: http://www.esa.int/var/esa/storage/images/esa_multimedia/images/2011/10/soyuz_on_launch_pad/9942240-2-eng-GB/Soyuz_on_launch_pad_medium.jpg
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Umbra Space Industries - (Roadmap and WIPs)
ModZero replied to RoverDude's topic in KSP1 Mod Development
Affinity sets it to specific CPUs, as some schedulers end up putting your process on the same CPU as everything else, while leaving other cores underutilized. And, as KSP is apparently single-threaded, it shouldn't actually cost anything. It's a way around scheduling inadequacies, and used to be pretty common – I'm no longer paying attention to that stuff anymore, though, so can't comment on its effectiveness in this case. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
Thanks for fixing the KAS bug!- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
I totally missed it, sorry. I sent you a new DM.- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
I reproduced this on Windows (both the no-RCS-effects thing and the KAS container thing), here's the log. EDIT: Windows 32 bit, can't see a reference in the log file to the version of KSP I'm running...- 5,917 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
Yup. Yes. They seem fine - I feel like the thrusters are slightly too powerful, but that's probably just me seeing things after I went specifically bug hunting. You seem to have already found them, for example: I haven't noticed mentions of OS, and only as much of logs as I already pasted. I can reboot to Windows (I used to play on Windows until just a few days ago, got sick of mod juggling, but Linux brings its own share of issues) and test, unless someone answers this one right away.- 5,917 replies
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So, I posted this in DR, before I noticed the mentions here: ...and the object pops up about 100m away from me. And jumps 15km away as soon as I try to warp, despite not moving anywhere that fast. Another issue (but with no serious gameplay effect) is that Kerbal RCS effects are gone - also back if I remove DR. The only mods in this install are DR, KAS, MM and HyperEdit. The last one is not included in my main install, and the issues are present there as well. Finally, full log file. Sorry if this is a known issue and/or actually a KAS thing that's just triggered by DR. Seems the same as the issues others are having?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
ModZero replied to Starwaster's topic in KSP1 Mod Releases
So, um, I have an issue in Linux x86_64 with DR and KAS, that goes away without DR: if I try to take something out from a container, this happens: ...and the object pops up about 100m away from me. And jumps 15km away as soon as I try to warp, despite not moving anywhere that fast. Another issue (but with no serious gameplay effect) is that Kerbal RCS effects are gone - also back if I remove DR. The only mods in this install are DR, KAS, MM and HyperEdit. The last one is not included in my main install, and the issues are present there as well. Finally, full log file. Sorry if this is a known issue and/or actually a KAS thing that's just triggered by DR. EDIT: oh, now I went to the KAS thread and noticed mentions of the issue.- 5,917 replies
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Ah yes. B/c the orange/grey is actually already used by Orionkermin's stuff, and while that's not a huge issue, a bit more variety would be nice :-)
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
ModZero replied to r4m0n's topic in KSP1 Mod Releases
Not sure about ATC's status. Any mod that works with stock will work with TM/TL trees unless they remove (or, in case of TM, don't add) the stock parts that are referenced. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
ModZero replied to r4m0n's topic in KSP1 Mod Releases
This is completely unrelated to B9  B9 doesn't actually change the stock tree (just adds itself to it). Furthermore, this mod is quite obsolete, look at TechManager instead. -
[1.12.x] Freight Transport Technologies [v0.6.0]
ModZero replied to RoverDude's topic in KSP1 Mod Releases
This is missing hydroelectric thermal rocket. If you think about it, you could have two reservoirs, and use initial thrust to push water through a turbine... -
I can't test right now, as I'm @ work, but AFAIR KERT let you pick up a specific amount. Of course manipulating the fantastic GUI while hovering may be a challenge of its own.
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Yeah, that's what I mean. It Didn't Break[tm], and at least SM still works okay with it. Personally I wouldn't complain if it messed with stock behavior at all, but one could argue that actual moving of crew around is more of a hassle than gameplay, while the spaces remain useful for things like sanity/life support/workspace mods. So, I guess I'd agree with you.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ModZero replied to stupid_chris's topic in KSP1 Mod Releases
You're missing the point. Sure, it might be "frankly", but just because you didn't use a swear word doesn't make the term any less aggressive. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
ModZero replied to stupid_chris's topic in KSP1 Mod Releases
That if you put "polite" and "tbfh" in a single sentence, or think that Cerebrate was polite, or that you're polite, then you're a bad person and should feel bad. -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
ModZero replied to r4m0n's topic in KSP1 Mod Releases
Will not happen due to the license terms: