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Capt. Hunt

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    Junior Rocket Scientist

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  1. I've been tinkering with an old mod. Its old enough that it still used the old RCS module, and therefore has the reversed FX issue. I know it's a simple matter of changing some code in the RCS section of the part file, but I don't remember exactly what fixes it. I've tried searching the forums, but after a couple hours of fruitless searching, all I could find were posts with oblique references about how it was a known issue and could be fixed by changing to the RCSFX module and changing some values. I tried transplanting the RCSFX module from the stock RCS quad, but that didn't seem to help. here's the RCS module of one of the parts I'm trying to fix. MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0.58 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 100 } } can any of the old hands that are still around point me in the right direction? @linuxgurugamer, @benjee10?
  2. I vaguely recall that previous versions of this mod included a guide for converting other engines to Cryogenic fuel, but I couldn't find it in the current version. Can anyone give me some help? I tried just changing the LiquidFuel callout to LiquidHydrogen, and it worked, but it broke all the visual effects.
  3. I've got an old mod that I really enjoy, but it relies on the old Firespitter texture switching plugin to change liveries. Unfortunately, I've been having stability issues with the FS plugin in the current version. A lot of newer mods use the stock variant switcher B9 Part Switch to change liveries, so what do I need to do to set that up on these old mod parts? EDIT: I guess this is a feature of the B9 part switcher, not a stock thing.
  4. same here. I would play it so much more if I could use my fancy HOTAS.
  5. I'd like to know why half of my craft launch as Fly Safe-47 instead of the name I set for the craft? Also, they occasionally just change mid-flight to Default Name-38.
  6. you will soon learn that Kari Kerman is a very enthusiastic character. This message isn't entirely out of character for her.
  7. The mk 1 pod has an integrated heatshield. Although I agree that it might be kinda confusing for new players.
  8. I've seen this too. It will also change the name of your craft to Default Name.
  9. this is why you shouldn't ever just install "tons of mods" all at once. Your best bet is to go through them one by one until you find the culprit.
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 3700X | GPU: AMD Radeon RX 6600XT | RAM: 32 gb DDR5 Whenever I load a saved craft, the vessel name resets to "Fly Safe" instead of the name I entered for the craft. Craft name is also not always persistent during the mission. It'll start as whatever you name it, but by the time you stage off the rest of the launch vehicle, what's left of your craft becomes "Default Name ###" Included Attachments: NewWorkspace.json
  11. Absolutely. At the vary least, the AP and PE nodes of the planned orbit should show their altitudes automatically. Right now, plotting a precise orbit involves a lot of back and forth because you have to mouse over the node to see the number. I know you should be able to pin the popup on screen, while you're doing it, but I haven't been able to get that to work reliably.
  12. I'm coming back to KSP2 for the For Science update, but I'm rather disappointed to see that the game still doesn't really support HOTAS controls. You can set a single joystick, but it is very difficult to do and overrides keyboard input. I know @Nate Simpson mentioned wanting HOTAS support in one of the early interviews, has there been any development progress on that front? I miss being able to fly my ships with my stick and throttle like in KSP1.
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