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micha

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Everything posted by micha

  1. G'day, just as a heads-up if anybody else is scratching their heads about this, you need a later Unity version (I just tried 2019.2.2f1 and it worked) if you want to profile your mods. The profiler in 2017.1.3p1 doesn't connect/work with the current version of KSP, despite it being the "correct" version of Unity.
  2. Like I said I'm happy to help Starwaster with it or take it over entirely. But give him time to reply first, he said he'd look into it.
  3. Yes, Corvus_CF and, based on a GitHub issue (eh, and the post above), Sounding Rockets and something called ModRocketSys. I was just looking to see whether this mod needs a new maintainer, but looks like @Starwaster is still around That said, if he wants some help I'm happy to pitch in considering I'm maintaining a dependant mod.
  4. I've made a re-release of Kip's docking ports (both the Non-Androgynous and Universal ones) in a new mod : Kip Docking Ports. Details in the forum thread. @B-STRK The license allows pretty much anything, except commercialisation with the only other condition being that you attribute the original work. Adding new sizes (with proper models) would require either the original model files, or reverse-engineering the models though.
  5. Initial release is live. Bug reports and balancing suggestions welcome. Unfortunately I don't have the original model files so I can't tweak those. I've reduced the cost of most of the ports from the original mods as they were rather eye-watering (not sure if KSP has nerfed part costs since 2015..) The ports still work well (please note the Non-Androgynous ports are very sensitive to correct orientation!) and look great. Many thanks to @CaptainKipardfor creating them in the first place! Enjoy!
  6. Version 1.0 - Released 2021-07-05 Compatible with KSP 1.12.x (For earlier KSP version, use KIP Docking Ports v0.x) [ ] NOTICE TO KDP USERS This is a re-release of @CaptainKipard's docking ports mods, Non-Androgynous Docking Ports and Universal Docking Ports. Original forum thread. ABOUT Kip Docking Ports is a small parts pack comprising 2 non-androgynous ("gendered") docking ports for the 1.25m stack, available slightly earlier in the tech-tree, and a set of universal docking ports useful for orbital construction tugs, which are available slightly later. PICTURES AND VIDEOS Imgure Album : https://imgur.com/a/5kLsVao DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock CurseForge Installation Instructions Simply download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. Mod Recommendations Connected Living Spaces - the docking ports contain CLS configurations. Docking Port Alignment Indicator - a sophisticated docking display usable from both IVA and external view making docking much easier. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v1.0 - 2021-07-05 made the active and passive ports lighter by about half. added rotation to the universal docking ports (requires KSP V1.12 onwards) added a staging icon to all docking ports added cargo definition to all parts (requires KSP v1.11 onwards) CONTRIBUTORS @CaptainKipard - the original author LICENSE This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  7. No logs, no details, no support. Sorry. We're not mind readers. Please see the linked post for good issue reporting protocol for modded installs. @NavyFish: can you link this on the OP please? Just an FYI, save early, save often (Ctrl-F5) and backup your save-game folder regularly. Can almost always recover a crashed save.
  8. You'll now see your projected trajectory in the Map view as you execute burns. To actually plan manoeuvrers you also have to upgrade the Mission Center. When you adjust manouver nodes you'll now see the projected trajectory change.
  9. Build a test article showing all the parts and take a screen shot. Here's an example: https://imgur.com/a/nLqSL Also, adding a bit more information about what the mod is/does in the first post might be helpful. Such as what stack sizes the parts are for and what's unique about them compared to other parts (the latter might be answered with a picture..) Congrats on your mod
  10. Getting a tad off-topic, but nifty, hadn't looked at that mod before. I was just fixing part of SM's roster management, and decided it was easy enough to add. Doesn't do anything fancy like EYS's flight hours or anything though. *shrug*
  11. Funnily enough I just added this feature to ShipManifest. The latest version lets you upgrade Kerbals to "Veteran" status..
  12. Argh! You guys are evil! LOL. I just added a feature to ShipManifest to let users pick suits for their Kerbals even when on a mission.. just switching between the 3 variants currently available. How on Kerbal am I supposed to support this new-fangled suit picker now?!? There better be an API.. But seriously, looking great!
  13. Unfortunately that is well past the free beta stage of the game, so unless you can download it from an official source (ie, Squad homepage or Steam), acquiring it by other means is technically piracy. As far as getting it to run if you do manage to get hold of it though, have you considered running the Linux version instead? I just tried (brand new fresh install) in Debian 10 and it works just fine. Alternatively, have you looked in the logs to see _why_ it might be crashing/hanging? For future reference, should ALWAYS backup or archive something before futzing around with it.
  14. The trick, I'm guessing, is volume-to-weight ratio. It's "easy" to make strong enough tanks, as you said, humanity has some experience with that by now.
  15. No, it:s computer science Uh, IRL you have many different foil types.. different manufacturers, design requirements, etc. ---- Looking forward to this and looking good! Kindof on-board with the sentiment of not liking the "one-piece" parts (have never used the MEM, for example) but can understand the reasoning behind it. And we'll get several new general purpose "lego" parts. Especially liking the science boom. Anyway, shouldn't really complain about free updates now, should we? LOL. Keep up the great work, @Squad!
  16. v6.0.1.0 is live. Highlights: can now hire kerbals from the roster window (costs units) enhanced editing of kerbals (change "veteran" flag and set suit if Making History is installed) can detect broken Kerbals and offers a button to fix them various highlighting and crew transfer fixes
  17. I said "should" because that's the way they are expected to work. But there's always the chance of bugs... and @king of nowhere claimed that struts caused his boosters not to separate properly. There's, of course, the greater chance of PEBCAK, but it never hurts to err on the side of caution
  18. Build your core rocket. Put on radial decouplers. Put on your boosters. Strut your boosters to the rocket. When you stage the radial decouplers, the struts auto-break. EDIT: 1 radial decoupler per booster. As you discovered, more than one won't connect anyway.
  19. No, it's literally not possible due to the way the core of the physics engine works in this game. It would require a major rewrite. Maybe KSP2 will fix this, but I doubt it as it would make the logic a LOT more difficult as you'd need to figure out ways to stop physics effects from propagating around in circles in self-amplifying loops.
  20. Struts should auto-break on decoupling. Use the little solid-rocket engines to push your boosters away.
  21. @schlosratSo Kerbals with an "Unknown" type actually prevent the game from loading at all. But the case where "Applicant" Kerbals are "Assigned" to a ship can be fixed. Question to all: Should SM automagically fix broken Kerbals, or provide a GUI to do so? I've coded it into the Roster List for now, but just wondering whether this should just happen in the background.
  22. It's pretty convoluted; I'm not 100% sure on the logic. But basically it traverses the parts tree and breaks it into separate virtual vessels whenever it finds a docking node which is docked to another docking node. Docking nodes which were connected together at launch (ie, in the VAB) are special. Do you have a specific issue with one of your craft?
  23. Please note that this is the Development Thread. I'll post betas here or discuss development of the mod here. If you just want to play with the mod, please see the Release Thread. The current release version as of this posting is NEOS 0.9.1 for KSP 1.9.1 (but should be compatible with KSP 1.8 onwards).
  24. Thanks! And I know. Tweaking code is quick, updating the KSPaedia takes a lot of time. Especially since I need to get the new Unity and work out how to use it. Likely the procedure to make KSPaedia entries has changed too. So figured fixing the actual bugs was more important for now than updating the documents. I've got a major UI change in the works for which all the docs need updating again anyway... I'm happy someone actually looked at the KSPaedia though! Seems it wasn't all wasted time As for HGR SoyJuice, possibly. I really ought to have a look and see what, if any, other Soyuz mods are available. It's a real shame that Making History only added a Vostok analogue, but not the Soyuz which is the far more important spacecraft historically. And you don't get fairings to launch either the Vostok nor the Sputnik analogues at the start of the game when you actually might use them so they are pretty much useless anyway. Bit of a shame. But I guess growing up in America (the continent, not the country) means being more familiar with the US space program and hence the heavy influence it had on the game. Still, a shame that that hasn't been fixed in the meantime.
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