Pokpok
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Well that makes sense, doesn't it? Thanks, AlphaAsh. Gotta remember to look at the .cfg before I start asking for help... I suppose having the "unavailable" tabs not show up when the various launch points are unavailable could help with future confusion? But I understand now!
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Hokay! Deleted medsouz, KerbinSide, and LackMisc (KSC++ just in case) and installed KerbinSide v0.38.2 again (from Kerbal Stuff) without installing LackMisc (KSC++) or anything else KerbinSide this time. Same results, new screenshot: http://imgur.com/GBwCTs3 Everything works wonderfully, they just don't show up in the handy new UI they way they should...
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Sure, but I saw no Category = Runway; this is what I see in GameData/KerbinSide/Parts/Static/ksairstripv24.cfg: STATIC { name = ksairstr24 mesh = ksairstripv24.mu module = Part category = none author = AlphaAsh static = true scale = 0.1 rescaleFactor = 1 cost = 0 subcategory = 0 title = Airstrip manufacturer = KashCorp description = Planes crash on it attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 DefaultLaunchPadTransform = ksairstripv24_spawn Instances { RadialPosition = 262073.3,117237.1,-526232 RotationAngle = 299.5522 RadiusOffset = 38.67077 Orientation = 0,1,0 VisibilityRange = 25000 CelestialBody = Kerbin LaunchSiteName = Kerman Lake Airstrip LaunchPadTransform = ksairstripv24_spawn LaunchSiteDescription = No description available. LaunchSiteType = SPH LaunchSiteLogo = KermanLakeRunwayLogo } Instances { RadialPosition = -285235.8,232123.3,-475844 RotationAngle = 167.9104 RadiusOffset = 562.1026 Orientation = 0,1,0 VisibilityRange = 25000 CelestialBody = Kerbin LaunchSiteName = Lake Dermal Runway LaunchPadTransform = ksairstripv24_spawn LaunchSiteDescription = Lake Dermal's runway is designed to accommodate medium weight aircraft and is primarily used for take-off due to its relatively short width but impressive 1.9 km stretch. The facility is relatively compact, featuring large hangers, a large control tower, a refuelling station, miscellaneous service facilities, and a nearby helipad. If that isn't enough to make a kerbal want to fly here, there's also vending machines! Located on the coast of the scenic Lake Dermal, this facility is perfect for testing new designs, and flying short distance missions. Free flying lessons are available on weekends. Batteries sold desperately! LaunchSiteType = SPH LaunchSiteLogo = LakeDermalRunwayLogo } Instances { RadialPosition = 535772,22567.44,268426.7 RotationAngle = 75.22386 RadiusOffset = 774.231 Orientation = 0,1,0 VisibilityRange = 25000 CelestialBody = Kerbin LaunchSiteName = Lushlands Runway LaunchPadTransform = ksairstripv24_spawn LaunchSiteDescription = Many sceptical Kerbals questioned the wisdom of shipping thousands of tonnes of concrete deep into farming country miles from anywhere, but the KSC has to be supplied with fresh oranges somehow, at least until the ballistic delivery system can be perfected. Lushlands Airfield has served this purpose very well, and being handily located just two degrees north of the equator will also double as a place for a space-plane to land in an emergency, in spite of its relatively short and narrow runway, and notorious shortage of quality snacks in the pilots' lounge. LaunchSiteType = SPH LaunchSiteLogo = LushlandsRunwayLogo } }
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Outstanding! No KK editor use or adjustments other than adding various details like the office buildings, etc you have here, the standard All-in-one (0.38.2) and the glorious KSC++ ....but it seems to occur with or without the additions. Just installing All-in-one has same results.
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I absolutely love your mod, especially the KSP++ integration! Visual perfection! However, as of the latest all-in-one update (nice UI changes, btw) I noticed this strange behavior: http://imgur.com/a/5rjbB Essentially, all launchpoints show up under the All and Other tabs... but not in their specific, proper tabs. What to do, AlphaAsh?
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KSP 64bits on Windows (this time, it's not a request)
Pokpok replied to Lilleman's topic in KSP1 Discussion
@Lilleman: Right-click fiasco aside, this is AMAZING. A little work is required to make everything cooperate, but still... AMAZING. This is what KSP should look like! Admittedly, Fusebox doesn't work well and DRE works but causes flight reversion failures. But I've managed to pull off many happy hours with 80 mods (force-opengl w/memory running around 2.9GB) including the Planetfactory Urania/Sentar projects (modified with some fancy Celestia textures), EVE, TextureReplacer, SP+, B9, KW(both of which part folders I pared down some), and many more heavy-hitting mods in a most beautiful, bleary-eyed wonder that is this 64-bit version; It's just beautiful. I appreciate everyone's help, because there's no way I could've figured out this mess on my own. I only wish I could share my findings in their entirety, without causing distribution problems. What's the best way to share what I've hobbled together? Oh my Squad... it's full of stars! -
THANK YOU. I've been wondering how to get rid of the flag-exhaust for days now...
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I'm curious to find out if you ever found a fix for the chatterer volume reset? I have the same problem, but wanted to point out that it isn't the different-settings-per-vehicle option, because the volume resets to (really, really) loud just from skipping from orbital rocket to tracking center and back. Maybe we can set the default volume in the cfg? I want mine down to 3. Seriously. Then I can crank the KSP ambience volume and rockets for MOAR BASS. I've tried re-installing to the latest build, deleting the chatterer plugin cfg. but the volume just insists on resetting itself to about 80%, even though the slider says 3%. One touch of the slider and it immediately goes back to the proper 3%. Jump to any ship, location, or the TS and chatter volumes reset...
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Astronomer's Visual pack V3 BETA is out and it looks great!
Pokpok replied to Majorjim!'s topic in KSP1 Mods Discussions
Looks great! I'll just leave this here... http://kerbal.curseforge.com/plugins/220335-astronomers-visual-pack-v3-beta (OP link points to null) -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Pokpok replied to sarbian's topic in KSP1 Mod Development
Flipped through the earlier pages and didn't see any mention of "too many engines getting cooled". Forgive me if this question has already been asked: Is there a way to limit the cooling to just the engines on the first and/or second stage? I have some engines that face the horizon at launch (they're up in the tenth stage, etc) and the coolrockets FX just look goofy coming from those engines, slowly billowing out to the sides... upon launch, the ice crystals then cascade horizontally! I love the hot/coolrockets but that one detail is buggin' me. Suggestions? -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
Pokpok replied to Unit327's topic in KSP1 Mod Development
You got it, a 64bit Windows 7 build. How did I never know about the windows + shift + left/right arrow hotkey? So simple... and it works with any window. WHY SO SECRET!?! -
[0.24+][Dev slowdown]Nagging Nadia v0.13 beta
Pokpok replied to SolarLiner's topic in KSP1 Mod Releases
Sometimes when I hit F2 to get a clean view of things, I still get Nadia naggin' me about the G Forces. Is there an easy way to reserve that info on a more on-demand basis? Maybe integrate it into blizzy's toolbar? I agree that the altitude call-outs make landing more fun. -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
Pokpok replied to Unit327's topic in KSP1 Mod Development
This update made my day; I'm compelled to mentally high-five you! Being fairly new to KSP, I've amassed 40+ amazing mods that really make the game much more compelling and immersive. My only problem with this one was simply getting two full-screen KSP instances to display at the same time. So if anyone else struggles with that, here's my suggestion: I created two shortcuts of KSP (one of the server KSP and one the client KSP) with the " -popupwindow" target added. I use these shortcuts to fire up the server KSP and then the client copy, then I use the Windows + shift + left/right arrow hotkey once the client KSP has fully loaded. Dual monitor fullscreen KSP! So thanks for developing stand alone map view, it's working like a champ.