Dr. Jet

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About Dr. Jet

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    Sr. Spacecraft Engineer
  1. Правильно. Именно это и есть. Солнечные панели только не симулируются, а всякие генераторы-конверторы - да.
  2. Аргументация бредовая. Гитлер ему, видите ли, в каждом углу мерещится с гильотиной под мышкой... Если поднимать вопрос женских имён, то... единственный близкий аналог - это http://imena.netzah.org/gili.php (В Израиле оно мужское, т.к. сокращение от "гил шели", в США - женское) Именно Гили. В иврите нет ни звука "ж", ни звука "дж". Да и с мужскими именами... Вот как, к примеру произносить Gilbert? Правильно - Гилберт, а если это француз - то Жильбер. Никакого "дж" там и в планах нету.
  3. Гуглопереводчик - способ проверить звучание по правилам. Большую часть исключений он не понимает - это да. К тому же... слуга/помощник - он разве не спутник, а? Исходя из этого соображения - опять же "Гилли". Садовое растение тут явно ни при чём. P.S. В варианте произношения "джилли" - это ещё "цирк-шапито" (американизм).
  4. О чём спор, собственно? Вопрос простейший. Jilly -> Джилли Gilly -> Гилли Как проверить? https://translate.google.ru/#en/ru/Gilly - тыкайте мышкой на значок звука - Гугл произнесёт "Гилли". "Дж", ЕМНИП, там появляется если после "i" стоит гласная буква. Вы её там видите? Я нет.
  5. Если кто балуется с пре-релизной версией - можете заценить локализацию мода. Заодно и баги в ней поищете.
  6. My mod is already translated. Grab pre-alpha from last page and look how it was done.
  7. If anyone fiddles with that 1.2.9 pre-alpha version - you may try new localized ChopShop. There are of course BUGS. Old saves are not supported and no other mod suport is available as ModuleManager does not work in 1.2.9 yet. But... it does have russian translation at last! ---------- Если кто играется с пре-релизной 1.2.9 - можете попробовать новый локализованный ЧопШоп. Разумеется, есть БАГИ. Cтарые сохранения не поддерживаются, и поддержки других модов нет, поскольку ModuleManager в 1.2.9 не работает. Но... наконец-то появился русский перевод!
  8. As for now ChopShop is NOT compatible with 1.2.9pre. The reason is drastic incompatibility of 1.2.9pre config parser with ModuleManager configs while ChopShop relies on those a lot. Though there are good news. Localization syntax is easy and I started working on it for ChopShop (EN+RU). Maybe I'll even make a major config overhaul and call it version 1.0. Asking for your opinion - should I divide ChopShop into a set of smaller mods? Eg. SPP fuselage parts separately, rovers separately, structural + utility parts separately?
  9. Hmm....This localization tag system (I suppose - especially having # in it) seems to have great troubles with ModuleManager configs... I wasn't able to load ChopShop without glitches even with ModuleManager itself not instaled... As for community syntax, I think #LOC_<ModName>_<Part_name>_<Variable> looks good for parts. For my MRR Mk1-Mk2 parts it will be something like this... And it works! I just tested.
  10. Most possible cause - "ThrustTransform" instead of "thrustTransform" in config. Unity is case-sensitive about object naming.
  11. 0.625m one consumes gas and EC, but does not provide any thrust in Xenon mode. Thrust is OK in Argon mode though. 1.25m one functions well in both modes. BTW, since both models look "encased", maybe it's a good idea to add surface-attacheable colliders for that casing?
  12. Obsolete word. You are right, former "apsida"s are now written in russian as "pericenter" and "apocenter". But that's the point of having pre-release - to find all the bugs and squish them. P.S. Gog.com is slowpoking again... Or just refusing to distribute "pre-release"...
  13. This should be a stock mechanic.
  14. A-ah... I remember now... Try this - put 4-5 your alternated buzzers on the craft and one air-breathing JET engine. Put your craft on Duna. Don't start buzzers, start jet. Jet will start and will fly. Without oxygen. That's why I used IntakeResource instead of IntakeAir.
  15. E-eh... Have you tried that already? Can't believe that modules order somehow matters in this case. But it's KSP, so... everything is possible. Engine should always run again happily when it gets some airflow in proper direction. At least it did in 1.1.2 when I tested it last time. BTW, Li'l Buzzer airflow starvation while stalling is not a bug, it's a purposefully configured feature (I never thought people would use it for quadrocopters instead of much faster drone-planes, for which it was designed). Does it imitate air starvation at higher altitudes? I remember trying something like this myself in earliest buzzer prototype, but it appeared to be too much OP with insanely high thrust in near vacuum.