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Everything posted by WolfGeek101
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Sorry if this has been answered already (I'm on mobile and in a hurry), but is there a mode that makes the decal display the mission's individual flag? Or does each decal have to be injected into the mod?
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I can't say for certain whether this has been mentioned or not, but in any case I couldn't find it. Anyway, I've been experiencing an issue with the Patriot missile turrets, whereby they won't pitch or yaw when given autonomous input (e.g. from a radar data receiver). This ends with the launcher spitting missiles out straight ahead instead of locked to a target. More details are present in the GitHub issue.
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I forgot how nice the view was from Komarov Station
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I'm not sure if/when this was mentioned before, but I finally had the idea to post it myself. For a while now I've been doubling up RAPIER engines by turning one of the two 45 degrees, and then clipping the two together. The picture explains it better. Therefore, double the power for the exact same volume! Pay no attention to the increased mass. But come on, You have to admit that looks cool.
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Alright, I'll set up a patch for my client that I can give you if you want (I'm thinking a uniform 3000).
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Okay, I knew there was something going on. The WW2 parts have 1% exactly the maxTemp of the Modern parts. I'm thinking this may be a bit of an oversight, as 1000000 maxTemp seems a little excessive. It's just that it's not consistent, that's my point. Otherwise, I love it and I wish KSP would stop breaking to the point of launching my ships kilometres into the air, even while trying the other fixes.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
WolfGeek101 replied to Ven's topic in KSP1 Mod Development
Quick question (Sorry if it's been answered, I'm not very good at combing threads): Are the antennae compatible with RemoteTech? I've currently installed both, and none of the VSR antennae have RT capability. I've even looked at the core files and I haven't seen a ModuleManager patch nor anything in the parts' files themselves. Has RT capability simply not been implemented? -
As far as I'm aware, everything is x64 now. No more worrying about mods!
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Make a wish... and have it horribly corrupted!
WolfGeek101 replied to vexx32's topic in Forum Games!
Granted, but now he's even more obsessed with his Venusian rover project. I wish for a Python from Elite: Dangerous. -
Cthulu
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Banned for being forced to edit grammar.
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Banned for posting in colour
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Make a wish... and have it horribly corrupted!
WolfGeek101 replied to vexx32's topic in Forum Games!
Granted, but every booster is identical to the right booster from STS-51-L. I wish for a working super-heavy SSTO. -
Make a wish... and have it horribly corrupted!
WolfGeek101 replied to vexx32's topic in Forum Games!
Granted, but the craft missed Venus. I wish for more hours in the day. -
Banned for custom title (violates community guidelines: inappropriate)
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<opinion> While I must digress, vBulletin is far from perfect, the new system is in itself flawed, as well. Here's why: It's unfamiliar: I've only been on the forums for about two years now, and vBulletin's formatting, colour, and BBCode schemes seemed much more effective and now I feel like I've been hit by a bait-n-switch. BBCode is WYSIWYG: This is simply irritating. I'd prefer to have the more complicated codes be able to be applied to this forum, personally. It' sort of ugly: As someone used to the forums of Elite: Dangerous, Beamng.drive, Besiege, and pretty much anything Steam Community, this format seems empty and lifeless. I know it's been discussed before, but this site feels less like a forum and more of a social network. Clutter is actually part of the personality of a forum, and even more so in the haphazard KSP universe. Conclusion: vBulletin is dead. There's no going back, it's just not safe. However, whilst this is a security improvement, it's not even close to the same. There have to be other parties that can make a forum that resembles the classic KSPForum, but without the risk. </opinion>
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I too love the complete Saturn V, but the fairing fix that gamerscircle found out isn't working for me. I even went into the part .mu files and checked out the collision meshes on the engines and fairings, and I found nothing out of the ordinary. I have no clue what's going on.
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Zeke's Personal Craft Repository - Zokesia Skunkworks
WolfGeek101 replied to zekes's topic in KSP1 The Spacecraft Exchange
Is this going to turn into a neo-Zokesia, without most of the roleplay aspect? If so, I want in. I'm really excited. I've been playing around with some fighters in 1.0.5 and I've come up with some weird [CENSORED]. -
[KSP 1.0.5] [BDA 0.10.X] BDDMP [WIP]
WolfGeek101 replied to jediminer543's topic in KSP1 Mod Development
If I may be of assistance, the mod is missing a few parts from the newest versions of BDArmoury. Namely, we have these: AWACS Detection Radar ECM Jammer TWS Locking/ Large Detection RADAR AMG-88 HARM Missile JDAM Mk. 83 Bomb Radar Data Receiver The three radomes Smoke countermeasure Targeting camera I hope this helps! -
HotRockets! Particle FX Replacement + Tutorial
WolfGeek101 replied to Nazari1382's topic in KSP1 Mod Development
Oh, yes, sorry for not quoting. I've found no issue with that in either of our configurations, you may want to double check. -
HotRockets! Particle FX Replacement + Tutorial
WolfGeek101 replied to Nazari1382's topic in KSP1 Mod Development
Are you using sebi.zzr's config? If so, it should work. -
HotRockets! Particle FX Replacement + Tutorial
WolfGeek101 replied to Nazari1382's topic in KSP1 Mod Development
I apologize as well for going into defense mode. Our patches do the same thing, yours much simpler than mine, and I congratulate you. I guess it's up to the user to decide which config they like better.