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Kenny Kerman

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Everything posted by Kenny Kerman

  1. Is it me or a probe has to be connected (RemoteTech) to have the parts trigger ? This mod is just awesome, I woudn't play KSP without it... Makes me dream about the Ulitmate Box : all in, all out...
  2. Weather : wind, clouds and storms... Could be read on an external real weather service... Interstellar trade like in Oolite. Between players systems... Procedural planetary systems then...
  3. More sensors for use by KAL1000... Also a "on launch" AG... Small hinge, passive hinges... Small hydraulic actuators... Gears & cams too...
  4. You can try to manually create a new actuator by copying the files of the bigger model, changing names and in the.cfg, change the "rescalefactor" to like 0.5. Il did that to have a MK1 adv sas wheel : PART { name = asasmodule1-1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 0.5 iconCenter = 0, 3, 0 node_stack_top = 0, 0.25, 0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0, -0.25, 0, 0.0, -1.0, 0.0, 2 buoyancy = 0.1 buoyancyUseSine = False TechRequired = specializedControl entryCost = 11600 cost = 2100 category = Control subcategory = 0 title = Advanced Reaction Wheel Module, Medium manufacturer = #autoLOC_501631 //#autoLOC_501631 = STEADLER Engineering Corps description = After many years of research, STEADLER Corps rocket engineers discovered that medium flywheels were necessary to keep helicopters and medium ships under control. The "Advanced Reaction Wheel Module, Medium" addresses that issue by its use of patented Medium Flywheels™ to provide "More Torque" (patent pending). This module does indeed pack as much punch as bigger models. It also needs a lot more power, as smaller wheels have to turn faster. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 // = 3400 bulkheadProfiles = size1 tags = #autoLOC_500288 //#autoLOC_500288 = cmg command control fly gyro moment react stab steer torque MODULE { name = ModuleReactionWheel PitchTorque = 30 YawTorque = 30 RollTorque = 30 torqueResponseSpeed = 30 RESOURCE { name = ElectricCharge rate = 1.6 } } MODULE { name = ModuleCargoPart packedVolume = -1 } } Quick and dirty way. Made in the ./Squad/Parts/Command/ folder.
  5. Stupid me. I used only the buttons. Thanks for your time, and ofc for all these mods you maintain. May I suggest to have a "verticality" box, giving input data for proportionnal commands ? So a helicopter can "know" if it has to roll or pitch... Or is there somewhere something like that ? Also a box triggering on "situations", like landed, flying low, flying high... Or even on biomes...
  6. The top slider goes by 25km increment. Try it. Show it.
  7. Hello ! Does it need some other mods (TweakScale...) ? I can't have it to work...
  8. so if I want 5500m, the top arrow is useless and stays to 0, and the bottom arrow only goes up to 1000m... So I have no way to make a trigger at 5500m or anywhere between 1km and 25km...
  9. Yes : "toggle hinge". Used here to deploy it at 90°. Is there a way to put an altimeter to an altitude from 1000m to 25km ? either the "meters" slider should go to 25km or the "km" slider should be tunable with a 1km increment... Or the meters slider becomes a 1km increment 25km wide when the present km slider is > 0. It's useless to have a way to trigger at 1001km, but not at 5500m
  10. A smoke canister to make visual land markers. Real small parachutes, to drop little things (like smoke canisters... ) Labels for the surface lights... So you can make a board to see the state of the parts controlled by actions groups. A gyroscope to have data about the angles around the vertical, to make autopilots easy to build, and copters easy to pilot. And a Dr Who electric screwdriver.
  11. you can add @PART[km_smart_*]{ %rescaleFactor = 0.5 %mass = 0.005 } in some .cfg file at the end of the gamedata directory. So when the mod is updated your parts stay the same. I have a "zmyfixes.cfg" file in the last directory of gamedata: // ----------------------------------------------------------- // Kerbal Space Program // Part files fixes // needs "Module Manager" // ----------------------------------------------------------- @PART[km_smart_*]{ %rescaleFactor = 0.5 %mass = 0.005 } @PART[*chute*]{ %category = Ground } @PART[*battery*]{ %PhysicsSignificance = 1 } @PART[graphotron]{ TechRequired = start } So you can tune things at your desire, without having to do that each time a mod is updated. Of course, a 50kg altimeter is quiet unbalanced.
  12. It's juste an issue of zero vertical speed, so an option in a speedometer would do the trick : "only V-Speed" or "only H-Speed" or "total Speed". With a "on VSpeed zero decreasing", you have the apoapsis time.
  13. 13 parts (including 4 floats and 2 "useless" wings) 11 seats "Huey" :
  14. Working on something like that. More to come.
  15. Sure. *somewhat* balanced, then I know the mods are quiet not new and that the basics won't change. Just talking about "distros"... Ok I have the 1.9.5, but it should be ok in this version. The speed seems to change less. I'll try the 1.9.5.1.
  16. I think the altimeter should go by 100 meters to at least 2000m instead of 1000, because there is a gap : one cannot fire an event around 1500m for example. When in the altitude range of mountains, I would prefer to have some precision... And one could need that for a plane... (Couldn't it be in the part.cfg file? Your parts are really GENIUS but 50kg and such a size for a timer.... Bargain Parts has lighter pods... I think there could be a place to discuss balances between parts, and their category too : for me a surface light is electricity. NP, I do correct the files for coherence, but I think there could be a kind of "distro" with BALANCED classical mods, from Bargain Parts to RemoteTech and with some contract packs) [for the moderator : sorry there are several subjects, but linuxgurugamer is between them all] [edit] Speedometer "zero" test (failed) (didn't PASS the threshold...?)(this part would be really usefull for auto-deployment of antennas for RemoteTech) Speed oscillates between 0 and 0.01. I suggest some smoothing of the values.
  17. I just tried the timer, and it works beter than expected. I think it works when near the launcher, and not at 5km or so. Has it someting to do with RemoteTech, or with the game mechanics? Test assembly there : http://www.mirari.fr/pdYx (BTW about the extended actions groups : Action Groups Extended)
  18. CKAN one. It talks about updating the mod. Prolly a useless warning.
  19. I'm quiet in the exploration phase of the game at the "comm" level, will I have to make a choice between CommNet and RT ?
  20. I don't care. I shouldn't have initiate this subject. You know the game, I know navigation and real flight in light planes. I did just want to suggest one little thing, easy to do, that I'm going to do. And also some other little things just useful to fly a plane without GPS, for example. I don't need nobody to do that. But if someone wants to see, juste ask. Later. You know? When I'll have some motivation to work for KSP. You guys feel agressed because you don't understand what a noob (me) says, and you thought you knew everything on the game.
  21. Shut up. A pilot goes where he looks. And I'm not talking about that, you ignorant moron. You can fly without compass or GPS. And you can use a compass for positioning. Or to know where you have to go. Go play GPS and little toys. And did you evr land manually with a plane the KSC Runway without breaking nothing ? Or even made a carreer including planes....
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