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Posts posted by Horus
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Part "SR_Nosecone_625".
Fix part title - "title = Nosecone Parachute (0.35m)" - 0.36m to 0.65m
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Afair, bac9 announced some new models, but as I see the release is just an update to 1.0.4. D'you plan to add something new?
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@Nils277:
Man, this mod becomes real awesome with each update! This is definitely what I wanted for planetary bases design! Thanks!
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@RoverDude:
D.E.R.P. Mk2 is totally awesome, sir!
Although you've added ModuleAblator to the D.E.R.P. Pod, there's no ablator resource displayed. I presume that's because pod cfg lacks ablator resource description (I might be wrong, of course). Following lines are taken from previous pod version:
RESOURCE{
name = Ablator
amount = 200
maxAmount = 200
}
Also, ServiceRing & engine make it a perfect base for mini probes too Thanks!
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@Beale,
What I do really enjoy about your contribution to KSP is that you are making wonderful mod AND always replying to ALL messages in your thread.
Just saying. Kudos to ya, man!
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In other words, more plugins to the god of plugins
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Thread title states: 0.0.5 - 2015.10.07
KerbalStuff link leads to 0.0.4 - 2015.10.04.
Github has no releases at all
Am I missing something?
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I'm in the process of developing a new plugin to handle mesh, resource, and node switching. Unlike Firespitter and interstellar, it will easily allow you to create additional resource variants using short MM patches, and tank density, mass, and cost will be defined globally rather than per-tank (of course specific variants can still have their own added cost and mass).
If Firespitter or interstellar fuel switch do not match your needs, then, proly, Modular Fuel Tanks might be your choice?
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I've installed mod as described, however, I do not see any category called "Heat Management". What might be wrong? Do I need some additional mod to handle custom category?
UPD: seems that only when total number of mods that add custom category becomes more than 2 - they appear in categories list. Weird.
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I put several cameras onto a craft and disabled each of them (just for check). Then used "Activate Camera" option on any camera and the game crashed with weird views.
Also, I don't see science experiment options for sci cam.
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When attaching a P9Wing surface to a craft - receiving into error log:
[ERR 20:22:22.580] Cannot find module 'ModuleLiftingSurface' (774390114)
[EXC 20:22:22.583] NullReferenceException: Object reference not set to an instance of an object
Any guesses?
UPD: Silly me. FAR was not there.
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Really nice models
However, I do not see the Lift Surface parameter in their description. Moreover, CoL is shifted a bit backwards compared to stock Mk2 cockpit (absence of Lift Surface?).
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For some reason the Interstages wont work for me :S
Looks like some node problems
/The doublenode at the engine is there, but the upper interstage node wotn connect to it :S
Try to attach it with Allow Parts Clipping enabled in Cheats menu.
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Archive named as "Extraplanetary_Launchpads_v5.2.0.zip"
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So, I'm having a little problem with interstage adapters, engines and auto-shrouds; specifically the 5m-3.75m Adapter Interstage and the Wildcat-XR.
I've summarised the problem in this album.
I'm probably missing something really obvious, but I'm stuck!
The problem there is with stacking nodes. You could fix it in two ways:
1. Look back a couple of pages & see there a reference to a fix
2. Or you can press Alt + F12 while in-game & in the appeared popup enable part clipping by selecting "Allow Part Clipping in Editors [bug Hazard]" (in "Cheats" rollout).
You are welcome.
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Best place for this is the KSP bug tracker , honestly, someone could make a new issue that the patcher is not working for 1.0.3, set it as high, and get as many players as possible to vote for it.
Just a suggestion...
It's a good suggestion. However, I don't see the patcher anymore to my surprise. Didn't pay attention to this recently and was starting the game from KSP.exe. Either it was just removed or pretty damn broken. I guess Squad folks prefer ppl downloading the complete client archive for each patch rather than making a proper patcher Oh, well
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Thanks for your work, Squad folks. But, seriously, fix non-steam version patcher. It doesn't work at all for me. Really tired of reminding that.
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Would be really great to have at least 2 kinds of nice tails - a round one & an "eye-like" one.
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I'm probably really missing something, but I cannot make custom visor texture be seeing in EVA.
Created "EVAVisor.png" & placed in in Default directory.
Similar "kerbalVisor.png" works perfectly good in IVA.
What could I miss there?
UPD: Nevermind, case sensitive issue. Would be nice to perform toLowerCase or toUpperCase transformation in code to prevent similar problems.
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Yeahhhhh I was in high orbit trying to do a maneuver and next thing I know, ALCOR pod starts glowing and then my game starts lagging to high hell. Haven't been able to reliably use ALCOR I'm a sad panda.
Proly, cause by stock heat gauges - press F10 in game to disable them.
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Check out the forum thread of MKS.
Yeah... RoverDude should really check out MKS forum thread...
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Recently updated KIS/KAS seem to break smth. with this mod. Guess it needs re-compile against recent versions.
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@Horus: What you want is throttle controlled avionics, which from what I hear is essential for making a good V-TOL.
Yes, I guess throttle controlled avionics could help. I just remember how strange it made my rockets behave some time ago. Hope, it's much better now.
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@Roverdude:
I was trying to use FTT for transportation need on planets and while it's totally OK for non-atmospheric ones, the ones with atmosphere have an issue with CoL balance when used with FAR installed that leads to craft control problems.
Could there be done something with that other than not using FAR or balancing it out with additional parts?
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
in KSP1 Mod Development
Posted
Do these wings work without FAR? So, how to eliminate tons of NRE then?