micha

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About micha

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    Sr. Spacecraft Engineer

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  • Website URL www.micha.name

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  • Location London, UK
  • Interests Computer (games); Motorbiking; Scuba-diving; reading; travelling; ...

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  1. G'day Nereid, Haven't actually tried this mod yet, but was keen to take a look at the source code. Turns out it's inside the release ZIP. Any particular reason you don't keep the source on GitHub or similar? Cheers, - Micha.
  2. Umm, yes it can do that. Add a manoeuvre node and adjust it; watch Trajectories update the projected landing spot. What it can't do is accurately predict the trajectory of a future -stage- (ie, the trajectory after decoupling your lander). So either do your final burn with your lander configuration, or with a bit of practice and you'll be able to predict yourself how much the predicted trajectory changes after decoupling. Also, the steeper the re-entry the less the trajectory will change.
  3. cloud savegame backups

    You're arguing on the one side for cloud as a way to track legal copies, and then turn around and say it should be an option. Tracking doesn't work that way, or at least, adding cloud save as a tracking feature doesn't add anything if it's optional since Squad already knows their sales figures. It might give some usage statistics, but that's all. I really don't see the need/point to integrate a cloud feature into the game directly. Doing so will force users into the particular cloud solution(s) which the game would support meaning people would likely have to sign up and create Yet Another Account for. Adding the capability to -easily- use players' existing cloud solutions though is another thing, and that's what I suggested could be trivially supported by simply providing a setting as to where to save the game. Yes, you can achieve the same with symlinks, but on Windows at least that's a PITA and most users aren't that technical. Again, you can copy-paste, but that's a bunch of extra steps before starting and after stopping the game. PS. While somewhat useful, I'm also on the "what clouds" bandwagon. It's just a slightly different take on client-server computing from the 60's.
  4. No need to apologise!! This is all hobby and volunteer work, RL takes priority. But thanks for the heads-up, means I will wait instead of working around the issue myself.
  5. cloud savegame backups

    The simplest way for KSP to "Support" cloud saving would be for the game to have a setting for the location of the "saves" folder. Then people can use whatever cloud backup they want. For it to work "properly" there would also need to be a way to mark "essential" mods (ie, part mods) for each save, and for mods to save all of their settings and state either in the save file directly, or in the "saves" folder instead of inside "GameData".
  6. You want the "Trajectories" mod. It's not perfect (especially if you decouple parts of your spaceship after your burn) but it can get you into a ballpark area.
  7. Hullo fellow modders, Wondering whether anyone knows how to do this (or if it's even possible without a plugin). I've got an experiment configuration which I want to be biome-aware in the following sitiuations: * Landed or splashed * Flying low on bodies with an atmosphere * In space low on bodies without an atmosphere All other situations should count as a single biome. I don't think it's possible using the situationMask and biomeMask parameters but hope to be pleasantly surprised. Cheers, - Micha.
  8. Heh, just ran into the same issue after adding a .version to KDEX. I thought that if the current game version (1.3.1) is between KSP_VERSION_MIN (1.0) and KSP_VERSION_MAX (1.3.99), it would be "Compatible". However, it's showing as "CompatibleKspVersion: False" which means it thinks there's no update, even though the online version is newer. Hopefully @cybutek will review your merge request soon.. Alternatively, what constitutes a "Compatible KSP Version" - Major + Minor must match (ie, 1.3 matches 1.3(.x)) or Major + Minor + Revision has to match? EDIT: Looking at your bug report (not pull request), it appears the full version must match.
  9. [1.0 - 1.3.1] KDEX Continued

    No just that the science results shown after the experiment has been run are customised for various bodies and biomes, primarily Kerbin, Mun, and Minmus, instead of just having one or two result strings.
  10. [1.0 - 1.3.1] KDEX Continued

    Some information on the LADEE mission (thanks to @masTerTorch for compiling it, copied from his original thread). NASA mission website: http://www.nasa.gov/mission_pages/ladee/main/ LDEX instrument animation: LADEE press conference: LADEE launch: LADEE mission in detail:
  11. @masTerTorch no longer has time for this excellent little mod at the moment, so he has given me permission to maintain it until such time as he can resume operations. Original Thread ABOUT The Kerbal Dust Experiment by masTerTorch is a replica of LADEEs LDEX instrument. It comes with an animated model and tons of results. Inspired by the NASA mission LADEE. The objective of LADEE was to investigate the mysteries of the lunar atmosphere and the question of levitated lunar dust. It carried a scientific instrument called the Lunar Dust Experiment (LDEX). This instrument was an impact ionization dust detector. In this way it was possible to measure the density of dust particles. Kerbals are known for impacts and collisions and since 0.22 they do science. KDEX combines impacts and science. This part is giving you the opportunity to do more science. Doing science the Kerbal way! CONTENT One new model. (KDEX - Can be unlocked in the tech tree. Node: Space Exploration) Lots of results for the new experiment. DOWNLOADS Current Version: v1.10 GitHub SpaceDock CurseForge CHANGELOG PREVIEW VAB Results For more information on LADEE and LDEX see next post. Please share your thoughts. I probably have to do some balancing, so let me know your opinions. Also I am not a native speaker, if you encounter any mistakes in the description or in the results, let me know. (<- PM) If you have ideas for new results pm me. For science! -- KDEX by masTerTorch is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  12. KSP 1.3.1 Crashing

    Try running it with no mods at all - if it runs, it's a mod. If it still crashes, try reinstalling (could be corrupt download). If it still crashes after that, raise a bug report. There was a change to the way the settings screens work with mods, so any mod written pre-1.3.1 which injects anything into the game settings causes the game to crash on startup until it's been updated.
  13. Question to all you mod-users: do you think it makes sense to continue to have this mod collection split up the way it is, or would you prefer it to be released as a single mod? From a gamers perspective it consists of Kemini, KEES, and OMS/KLS as three distinct sets of orbital experiments. From a developers perspective it also consists of the plugin and some shared parts/data. The original idea for splitting it up was partially to allow people to only install the part they would be interested in to avoid cluttering up the VAB/Tech Tree with unused parts but also to be more friendly for low-bandwidth users, especially if an update or patch only affects part of the collection. However, in practice, every component has been updated and re-released whenever something got changed to ensure consistency. This would make it a little bit easier for new releases as well as removing spam from AVC and CKAN. Thoughts, comments, suggestions? EDIT: Just as an aside, the individual release packs have been downloaded about 30 times each, whereas the complete pack was downloaded over 1150 times.. that's nearly a 40:1 ratio!
  14. Question to all you mod-users: do you think it makes sense to continue to have this mod collection split up the way it is, or would you prefer it to be released as a single mod? From a gamers perspective it consists of Kemini, KEES, and OMS/KLS as three distinct sets of orbital experiments. From a developers perspective it also consists of the plugin and some shared parts/data. The original idea for splitting it up was partially to allow people to only install the part they would be interested in to avoid cluttering up the VAB/Tech Tree with unused parts but also to be more friendly for low-bandwidth users, especially if an update or patch only affects part of the collection. However, in practice, every component has been updated and re-released whenever something got changed to ensure consistency. This would make it a little bit easier for new releases as well as removing spam from AVC and CKAN. Thoughts, comments, suggestions? EDIT: Just as an aside, the individual release packs have been downloaded about 30 times each, whereas the complete pack was downloaded over 1150 times.. that's nearly a 40:1 ratio!