ThorBeorn
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Everything posted by ThorBeorn
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Thank you for taking care of this Crzyrndm, Taniwha (and NathanKell if he has time)!
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
ThorBeorn replied to pingopete's topic in KSP1 Mod Development
If it hasn't changed with Kopernicus that should do it yes. However, I remember it being quite large for the tiny Kerbol system. Try it! Just keep a copy of the original asset if you want to switch back later. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
ThorBeorn replied to Crzyrndm's topic in KSP1 Mod Releases
By popular demand Nice update, thanks for a superb mod. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
ThorBeorn replied to Crzyrndm's topic in KSP1 Mod Releases
I came here to ask the exact same thing. This is a fantastic mod btw, but not being able change heading before turning on autopilot can be rather impractical. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
@ferram4: Yep, I played one hour yesterday. Didn't run into any problems with the electric engine at all. Thanks, good fix!- 14,073 replies
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Plugin to TURN OFF stock heating system
ThorBeorn replied to ThorBeorn's topic in KSP1 Mods Discussions
Starwaster: Thank you. That's what I did. What I did not know was that I could also use DR to make things better (less deadly!?). -
Plugin to TURN OFF stock heating system
ThorBeorn replied to ThorBeorn's topic in KSP1 Mods Discussions
I mentioned I have played with DR to let you know I'm familiar with re-entry heating. Since 2013. What I don't like with the stock heating system is that it causes my stationary crafts to explode on the runway, from overheating. Back to topic: So if anyone knows of a plugin like this or is willing to write one, I'd be greateful if you would let me know. Cheers! -
Plugin to TURN OFF stock heating system
ThorBeorn replied to ThorBeorn's topic in KSP1 Mods Discussions
Yes that's right. I'd prefer to have re-entry heating, but not at the cost of parts randomly exploding. Right now I've turned everything down in the debug menu. Seems to have helped so far, I'll see I guess. Edit: I'm flying solar powered gliders at 40 m/s, they should not overheat -
I just wanted to make a request for a plugin to turn off the stock heating system. I've been playing with Deadly Reentry for a long time - it's not that I don't like the extra challenge, but I can't stand these random explosions of parts/batteries happening all the time. I want to play with mods including FAR and I want to use part clipping, therefore until RealHeat is finished a plugin like this is the best option imho. Thanks!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
Thanks! I will let it use IntakeAir instead for now then. BTW I just switched from 0.90 to 1.0.4. and Glauert. Been having so much fun with nuFAR. I also find myself reading more than ever about aerodynamics . Big thank you!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
I get a bug with FAR and the electric prop engine from KAX. Craft explodes instantaneously after loading on the runway, log gets spammed with errors. This is with no other mods than FAR, KAX and the Firespitter plugin. Reproduction steps: 1. Build (any it seems) a craft with the electric engine from KAX in SPH 2. Click launch and watch the kraken. output_log: https://www.dropbox.com/s/eogir10q15gz8ly/output_log.txt?dl=0 KSP.log: https://www.dropbox.com/s/5qtyxq48z66xs54/KSP.log?dl=0 ps. How do you make the text in the links not show the whole adress? I've seen just a clickable "output_log" leading to a dropbox link.- 14,073 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
ThorBeorn replied to pingopete's topic in KSP1 Mod Development
Hot damn! That is just overwhelmingly pretty. -
Got back to playing ksp first time since 0.90 yesterday. Do we still use RSS to edit AtmosphereFromGround settings in an otherwise stock game, or is that done with Kopernicus?
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
Great mod by one of the greatest. Also Azimech, that is just ridiculous! -
I've been secretly wishing for that feature a long time. Awsome!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ThorBeorn replied to ferram4's topic in KSP1 Mod Releases
KSP is probably the best game I've ever played and 1.0 is its greatest update so far imo. Yet I feel much more excited about nuFAR. All those fuselages that shall be created, area ruling, better lifting bodies - total nerdgasm indeed- 14,073 replies
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[0.25] Aligned/Formatted Currency Indicator
ThorBeorn replied to xEvilReeperx's topic in KSP1 Mod Releases
Just wanted to say I've been looking for a mod like this for a while. Hope you decide to pick this up again xEvilReeperx. -
Thank you!
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Hi. I remember seeing a mod that let you change how funds are displayed in the VAB/SPH. I think it made both vehicle cost and total funds use the same type of display. I just can't seem to find it. Maybe there are several? Anyway I'd be greatful if anybody could point me to it. Thanks!
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Sry I meant fadeDistance instead of detailDistance. It must have changed something though. Are you sure you edited the layer under "SAVED" and not under "DEFAULTS"? That could explain it if nothing changed.
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[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
ThorBeorn replied to camlost's topic in KSP1 Mod Releases
Are all jet-/prop engines affected or just a few? Most (?) of the models and textures come from other mods than AJE. In that case you should edit those cfgs in ATM which affect the mod where the engines come from originally. Like Squad, B9, Firespitter etc. OR you can just switch to DDS loader and have no more problems Btw, "red hue" sounds like what I get when textures are missing. As if you have deleted squad textures that say SXT uses? -
255: You need to manually edit the cfg file called cloudLayers.cfg. Look for this: SAVED { body = Kerbin altitude = 30000 volume = False color { r = 0.25 g = 0.48 b = 1 a = 0.42 } main_texture { file = BoulderCo/Clouds/Textures/extlayer scale = 1 offset { x = 0.452678 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/empty scale = 1 offset { x = 0.452678 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 3 detailDistance = 0.02 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } [COLOR="#FF0000"]shader_floats[/COLOR] { falloffPower = 2 falloffScale = 3 [COLOR="#FF0000"]detailDistance = 0.01[/COLOR] <------ try with 1000 minimumLight = 0.5 fadeDistance = 100 [COLOR="#FF0000"]rimDistance = 1[/COLOR] <------try with 0.0001 } } } Under shader_floats (NOT scaled_shader_floats), you can increase detailDistance and decrease rimDistance. That will make the atmospheric blue layer "disappear" beyond the horizon, until you launch something. It should then fade in gradually from below as you ascend. I suggest going with a factor of ten maybe, until you're happy. I fiddle with these values from time to time. Still don't know exactly how they work though.