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KSP2 Release Notes
Everything posted by TheCrimsonCorndog
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Community Feedback for KSP 2
TheCrimsonCorndog replied to T1mo98's topic in Prelaunch KSP2 Discussion
Please, for the love of god, make the following mods standard features: Chatterer Scatterer EVE These are considered so essential by the community that footage/screenshots without them seem out of place and "wrong". -
Maybe we're not talking about the same thing... At ground level it's hardly noticeable, but as you ascend in altitude it becomes so pronounced that entire continents will flicker like crazy any time you nudge the camera. Considering how prevalent this bug seems to be, it should probably be listed in the "Known Issues" section of the OP.
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Hi Nightingale. Thanks for making killer mods. I have a question regarding the SCANsat compatibility: Every single time I've tried to use Anomaly Surveyor with SCANsat, the contracts appear regardless of whether or not I've done a multispectral scan. I've had this problem on clean installs, modded installs, multiple versions of KSP, Windows 8.1, Windows 10, and even two different computers. Same problem every single time. Is there something I'm missing? Do I need to activate that feature in a config file or something?
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- contract pack
- contract configurator
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[1.1] AFBW v1.7-beta (Joystick & controller mod)
TheCrimsonCorndog replied to nlight's topic in KSP1 Mod Releases
Does this work with the stock app launcher or is the other toolbar required? -
Is there any reason this mod would have an effect on engine performance? After installation, it appears my usual orbiter is accelerating way too fast and losing control shortly after launch.
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Hey guys, glad to see this is still being worked on Question: How exactly does the anomaly sensor work? Does it require predetermined coordinates on your end, or will it actually detect static models placed on the planet? Kerbin-Side adds a ton of new landmarks to Kerbin, and I'm wondering if the anomaly sensor can be used to find them.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
TheCrimsonCorndog replied to AlphaAsh's topic in KSP1 Mod Releases
Two questions! 1. Will the Scansat anomaly sensor pick up these new locations? 2. Do you have runway coordinates that can be used with NavUtilities ILS? okay three... 3. If the answer is no to either of the previous two questions, is there any information you can provide so we can set this up ourselves?- 2,488 replies
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- launchsites
- bases
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
TheCrimsonCorndog replied to kujuman's topic in KSP1 Mod Releases
Is there any reason this mod, and many other mods, still require Toolbar to function? Didn't Squad address that in the .24 update? -
Can confirm I am also getting the random spray of particles when using SRBs. Not sure why. Smokescreen is a huge performance hog. Will deleting that folder cause any problems? Otherwise, this is great Totally worth the wait and I'm really glad with how it turned out. The quindar is AWESOME.
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- renaissance compilation
- visual enhancements
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HOT DAMN IT'S A MIRACLE! Should I be getting massive slowdowns at launch? I'm talking less than 10fps while everything else runs smooth. Something to do with all those smokescreen particles?
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- renaissance compilation
- visual enhancements
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Kerbin Real-Estate - Procedural Cities
TheCrimsonCorndog replied to rbray89's topic in KSP1 Mod Development
I would imagine no. Since it's procedural, it could pop up anywhere. Probably a good idea to use an elevation limit so there aren't skyscrapers sticking out of the mountains / oceans. -
[WIP] Renaissance Compilation (artworks remake)
TheCrimsonCorndog replied to Proot's topic in KSP1 Mod Development
The suspense is killing me. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
TheCrimsonCorndog replied to pizzaoverhead's topic in KSP1 Mod Releases
Really glad to see you're working on situation-specific audio A couple things to consider: You'll probably need to come up with some way to cross-fade between tracks, the transitions will otherwise sound very jarring. Has anybody here offered to compose original material? This would also help smooth out those transitions. I'd be glad to help / collaborate with anybody up for the challenge.- 779 replies
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[WIP] Random Failures (for your masochism needs XD)
TheCrimsonCorndog replied to HoneyFox's topic in KSP1 Mod Development
Don't engines already explode due to overheating? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
TheCrimsonCorndog replied to damny's topic in KSP1 Mod Development
You can't. Use your existing map to locate anomalies. Once you're within a couple thousand meters, the BTDT will pick up a signal. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TheCrimsonCorndog replied to rbray89's topic in KSP1 Mod Releases
That's a million-dollar idea, right there. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TheCrimsonCorndog replied to rbray89's topic in KSP1 Mod Releases
New dev release is amazing. Great work rbray. I'm not sure what I was expecting, but this is a straight-up miracle. One note: The volumetric clouds look pretty bad from space. Is this what the particle lighting is for? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
TheCrimsonCorndog replied to rbray89's topic in KSP1 Mod Releases
Astronomer, that looks killer. Downloading now. How are you getting your parachutes to spread out like that? I'm not a big fan of the stock clipping.