# harryyoung

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1. ## Kerbal Space Program patch 1.1.3 is now available!

steam DB now shows the pull, so things should start to happen EDIT: download started
2. ## Kerbal Space Program patch 1.1.3 is now available!

same here. SteamDB shows update on Scratchpad 3 hrs ago. No offense, but you sure you promoted the right branch Kasper?
3. ## Kerbal Space Program patch 1.1.3 is now available!

mine's not... I want dutch internet by the way XD
4. ## Kerbal Space Program patch 1.1.3 is now available!

https://steamdb.info/app/220200/depots/ so why doesn't public read as updated yet? usually that updates pretty quickly
5. ## My farewell to Kerbal Space Program

Thank you for all the hard work you put in this game. KSP will forever carry your signature. don't be a stranger.
6. ## Calculation Problems with Lat/Lon

it's actally not inclinatiopn, but heading over surface, I did not rename the variable. as for Normal vectors I'd love to go there. I even need that for some Information I guess, but when I tried i produced NaN's like Crazy, so I decided to try o go for Lat/Lon calc first to get an Idea for my target point... It did not fruit and now I'm stuck I got it Cracked. Funny thing with Trigonometry is it does not care if your distances are Linear or in degrees
7. ## Calculation Problems with Lat/Lon

I am Working on an Addition to KER which I called Decelleration Readouts, which essentialy does the same as suicide Burn Readouts, but is more Versatile and gives more information. https://github.com/harryyoung/KerbalEngineer Video Demonstration (earlier iteration) https://youtu.be/6Rb1LDvKdok I am Stuck at accurately determining the landing point based on vessel lat/lon and the horizontal Breaking distance. Ironically I get the correct Longditude, however my Latitude is off, making all information relying on that unusable. I use the Following to determine Lat/Long https://gith
8. ## [1.8.x-1.10.x] Module Manager 4.1.4 (July 7th 2020) - Locked inside edition

That did it, thanks Necro Now i am looking for a somewhat elegant solution to avoid a NullRef exception when adding this to a mod-part which does not have any tags as of now. The simple solution would be to just check all parts in the mod's folder first and if they do not have the tags field create one with a generic tag for that mod. while that works fine on a mod basis I'd also like to do tags globally and may not need to tag different mods individually. I'd like to avoid a global search tag to avoid this nullref if possible. Any ideas?
9. ## [1.8.x-1.10.x] Module Manager 4.1.4 (July 7th 2020) - Locked inside edition

I am trying to add more tags to the parts for the search feature, however when I for exampe do this: // Kickback @PART[MassiveBooster] { %tags = sounding } The previous tags get overwritten (no moar boosters), it will be found under the new tag tho. Is this behaviour correct or am I taking the wrong approach?

That' fine
11. ## [1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)

Hey cybutek, since I send one of them what are the plans for going over the open pull requests on GitHub?
12. ## parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]

I'd rather have diferent flavour in contract. Simple Depth contracts are tracked trough the world first passive achievements
13. ## parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]

I've been giving the Otter a torough Exam. It is alive and healthy Great Mod Roverdude, I watched you building that sub and i love playing with it. That being said I have a few things that bug me... 1.: ThePod's Center of Mass sits awefully weired: Right where the Kerbal has his/her place. If kerbals have that significant an influence in a 1t craft there would be no Space Program I think the CoM should be lowered to be inline with the aft attachment node and put a little back, hopefully stopping it from splashing and turning on it's back. 2.: I know the cutoff when no longe
14. ## [0.90] Regolith - an open ISRU and Resource framework [0.1.7 - 2015.02.26]

It would be nice if you could reflect this in the first post. While i was aware of the move to stock I was not sure if this mod was still required (just presumed it was not)
15. ## New Modding Mondays Trend

Hey everyone, I tought I'd just start a new tread because I don't see one around, and I don't feel like posting it on the modding mondays post directly, cause it's not just about the last one. "Three makes a trend" and over the last 3 Weeks (and even a bit before that) there have been Mods in the Modding Mondays (Kerbal Attachment System, RLA Stockalike and TweakScale) that I (!) consider pretty mainstream. Most pepole have heared of them trough some channel or have actually used them, so they do not need the publicity - however they deserve the credit this form of publicity grants them, cause
16. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

There are none supplied at this point so the answer is no, at this time this won't add to any of the DMOS experiments.
17. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

Since GitHub wasn't the right place I'm taking over the discussion we started here: https://github.com/DuoDex/CrowdSourcedScience/pull/12 It was about wether we should add support for experiment mods or rather pass on results to the mod holder so he can add them directly. When I think of CSS I not only think about the frontend mod that adds results. If there is enugh manpower available I imagine it can become quite a breeding ground. To that end I think adding experiment mods to CSS, at least initially, helps accelerate content creation. Also it avoids taking time from the modmakers potentiall
18. ## [1.10.1] SCANsat [v20.4] -- Real Scanning, Real Science, at Warp Speed! [September 9, 2020]

Hello everyone FYI: SCANSat has just become the first experiment mod to be added to Crowd Sourced science Just need to fill it up a little
19. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

I'll quickly rewrite my howto to adapt for the Issue-Inlet. Also I'll add it directly to the wiki. Edit: Done.
20. ## Write your own science reports and see them in-game

Nice post, madsailor. However there is one (not so) important error: The mod as a whole is CC-BY-NC-SA, however all entries have to be CC0.
21. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

I took a detailed look at it and reported in the unmodded support forum: http://forum.kerbalspaceprogram.com/threads/107493-Science-results-show-odd-behavior?p=1673624#post1673624
22. ## Science results show odd behavior

KSP Version: 0.90.0.705 win x32 exe on win 7 x64 and win 8.1 x64, also linux x64 What Happens: Whenever there is a set of biome-speific or default messages only the first in a list of science reports gets called for display. This affects all experiments. Mods / Add-Ons: none (HyperEdit helps with recreating, tho this is a pure stock issue) Steps to Replicate: 1: Edit the sciencedefs.cfg in the squad folder; replace all of the experiments results with the following 2 lines (replace "default" with the planet/situation/circumstance/biome-combination you'd like to test, look at my results file to
23. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

This promted me to go into the game and I found the following: If there is a biome-specific message, the first and only the first message available will be displayed. If no biome is specified it will take the message from the list of available defauts randomly (I'll verify this again before bugging squad). This is a game issue as it can be recreated editing the sciencedefs.cfg in the squad folder directly. Kinda defeats the purpose of this mod tho
24. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

Are you also using prerelease or have you downloaded any other version?
25. ## Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]

id did the trick. R&D is up for fleshing out (and Flesh it out i will... after a good nights rest)
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