Jump to content

sashan

Members
  • Posts

    1,004
  • Joined

  • Last visited

Everything posted by sashan

  1. We absolutely need 2.5m container bay. Currently I use this fast'n'dirty solution, but it isnn't very part count friendly.
  2. Absolutely. Damn. Jawdropping. I am more than sure it's been asked before, but 1000 pages are too much... Any ways you could release one of those heightmaps so that we can make them into real planets with Kopernicus?
  3. Well, yes, I agree - we need a 6-Kerbal sleeper. My interplanetary missions are usually 6-Kerbal (two Orion capsules with mk1-2 pods). And I don't aerobrake with large vehicles. Also, can you add button to IVA that is used to freze crew? LIke on that panel on top of caskets. I'm launching a new mission now, already got a ship but need a lander.
  4. If you had out of memory crash that ended the game that time then you have the log duplicated inside the folder called like 2015-08-15_173334, with date when it happened in the name, in your game folder. Is there an RPM config for ven's overhauled stock IVA's? THe IVAs look so much better, but not having those MFD are soo bad.
  5. Well, probably. Fireball should travel with shockwave at that point, and in such conditions local speed of sound is much greater than normal one.
  6. Interesting how lower part of plasma ball condenses and dissapears after contact with ground. On a side note, this might eed a plugin to correctly spawn ground effect - it should be separate from air one.
  7. Yeah, the description above is correct. At the same time bomb creates dust, vapor and depris on the terrain surface underneah. Also, the plasma ball is generated first, right where bomb explodes, usually in air. At the same time stuff on ground is vaporized, which creates smoke, and immidiately after that the shockwave hits, creating dust and debris. The plasma ball immidiately turns into smoke and starts rising like it is described above. Basically, this animation is quite correct. EDIT: apparently same anim,ation was edited into post above.
  8. You haven't fixed the broken unclosed parentheses. How it is how: How it should be:
  9. YEah, and some ideas about colors: the nuclear one is like in picture above, seems good, and conventional one - like here:
  10. Yeah, that would be good. Thought about it many times. It would have many other uses as well.
  11. Yeah, thought that about telescope as well. Would also be nice to give it at least 15 degrees of fredom in yaw axis - you can't watch stars with it currently. Just model it so that it suggests possibility of such movement - widen up the gap for it a little bit, add some frame perpendicular to the gap inside, barely visible. It can all be just textured.
  12. Well, I've launched KSP since that already.. So no log. Stupid of me, I know.
  13. Are you sure it is not an opengl issue? As for TACls patch - everything works as intended now, thanks. Hadn't tested freezing yet as I am only finishing my orbital facility that would build big ships out of captured E-class asteroid.
  14. Awesome. Trying it out now. Request: Aerodunamic turrets with 20mm cannons. SOmething like this, on He-177:
  15. Know all this, I'm not a total noob. Chicked it anyways, all good. SOmehow it all got displayed after reloading. Weird indeed.
  16. Okay, somehow I got the menu to show, but then the game crashed for some unknown reason and without error notice. Now I see "workshop - active" in right click menu but no button to activate it.
  17. Also I've just noticed that TACls with fix won't add resources to eva kerbals. EDIT: The one I've downloaded 6 hours ago, not newest.
  18. This started spamming after the latest update: I use TAC life support with hotfix from thread.
  19. Just updated. Now I have no KIS menus on right-click, no inventories of Kerbals, etc. Drag'n'dropped new folder, without deleteing old one. What can be wrong?
  20. Okay, here it is. https://www.dropbox.com/s/dv4npju3bn67t3l/ModuleManager.ConfigCache?dl=0 EDIT: Apparently 2.5m bicoupler also prone to overheating. Repairing my damn orbital construction station on asteroid now...
  21. So, mods without dll's should be referenced by their GAmeData folder name?
  22. Yes, adapters for wheels, docking ports, 1.25m adapters, pipe junction adapters (so far had it happen with cross-shaped and 5-way ones). I'll check it when I get OSE workshop working, but other pipe segments should be able to cause it as well. THe bug seems random, it may also be caused by some certain physics slowdown values, etc. Hardware dependant, cause each non-high-end PC runs KSP at different slowdown speeds.
×
×
  • Create New...