DaniDE
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Everything posted by DaniDE
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
Ok, so what definitely does not trigger for me is the solar particle collector, I think the irradiance scan also. The magnetometer and telescope work actually. The following picture also proves that I only did highly scientific gravity testing and no jumping for fun at all while on Minmus surface: -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
I looked all over the settings as I noticed this, but I cant find a setting there. Did I miss a configuration or does this not use the DMagic Orbital Science instruments? -
Spiced up my old flag a little: Small ingame size:
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Hi Any ideas what causes Tweakscale to stop scaling the amount of fuel inside a tank that scales nicely otherwise? I´m lost :/ Edit: further tests show it happens when EPL (updated today) is installed, and/or when MFT is installed. Maybe also insterstellar fuel switch bundled with the cryo engine mod. I already asked taniwha who was online in the chat: <taniwha> that makes no sense <taniwha> EL should not be affecting any such thing
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
DaniDE replied to Porkjet's topic in KSP1 Mod Releases
Danke fürs Update :-) -
Krakenfour, sounds like you try to attach things with a kerbal that is not an engineer.
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Thanks for keeping this updated
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[1.3.0] Stork Delivery System [SDS] version 0.2.6 [30.05.2017]
DaniDE replied to riocrokite's topic in KSP1 Mod Releases
Thanks for updating -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
Oh yeah. I am stupid. Thanks -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
I just wanted to chime in and ask where I can find the mods settings when I read your post WaveFunctionP -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
Thank you so much -
Thank you
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
DaniDE replied to Firov's topic in KSP1 Mod Releases
In KSP it happens that the fuel tank is not really drained to 0% , so its like 0.0001% left, and that makes the condition to fire at 0% fuel false. It is also usually a good idea to write 0.01 % for "empty" tanks in kOS scripts for the same reason. If you set the smart part to 1% left or so, it will probably work all the time. -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
DaniDE replied to SpaceTiger's topic in KSP1 Mod Releases
Hi SpaceTiger, looks like a great add-on! The known issue about reverting, is that reverting to launch or also to assembly? I would be very suprised if the issue persisted when reverting to VAB, I am however ued to strangeness when reverting to launch what I gave up doing anyway because of such things. Does this mod work together with mods that store science in containers or command pods like "Science Containers" (http://forum.kerbalspaceprogram.com/threads/90678-0-90-Science-Containers-v-08-2) ? Thanks -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
DaniDE replied to xytovl's topic in KSP1 Mod Releases
thank you for updating -
Heyyy nice Grats on releasing 2.0 How did you go with the engine scaling for release? Is the heat still a problem?
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[1.3.0] Stork Delivery System [SDS] version 0.2.6 [30.05.2017]
DaniDE replied to riocrokite's topic in KSP1 Mod Releases
I suspect this could still be working in 1.0. Lets test! - - - Updated - - - Ok, its basically working, but the lower attachment nodes need to be corrected for 1.0. They need to be flipped over on the short and medium frames. I tried them that way and they work -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
DaniDE replied to NecroBones's topic in KSP1 Mod Releases
Ahh. Nothing better to get up in the morning, having a fresh coffee, a free day and an update to one of your favorite mods. Thank you Necrobones -
Oh. I put in a patch to test scaling the service bays, it seems to work fine. // New 1.0 Stock Service Bays @PART[ServiceBay_125] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } } @PART[ServiceBay_250] { %MODULE[TweakScale] { type = stack defaultScale = 2.5 } }
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I just did a test with a small rocket and airbrakes, and it seems to work as intended. Downscaled airbrakes brake less, weigh less and cost less. Upscaled ones weigh more, cost more aaaand...brake more! To a point where it becomes like a controllable parachute On a sidenote: Large Airbrakes look awesome. Gonna build a dropship soon with those. (As I said, I am not a spaceplane guy, I never built a plane or flew one. So my input is from VAB/Launchpad only From my point of view things seem to work About that fairing thing. If someone really needs fairing bases above 3.75m, he/she can always get the procedural fairings mod which works fine with tweakscale. Since there are so many easy to get alternatives to the stock fairings its not really a problem for anyone. Although I admit I *like* the new stock fairings and how they work in the VAB.
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Yes, but my MJ scaled the numbers along, the latest dev build from an hour ago. Sarbian does not seem to sleep. Anyways! I just clustered several 1.25m downscaled KR-2L and like them. They perform much better than any smaller and upscaled or 1.25m engine. The formula seems to be upscale for more TWR and only slight increase fuel efficiency and downscale for fuel efficiency but worse TWR than upscaled engines. I might be wrong, I have not tested every single engine. Any scaled engine however seems to beat the stock size. Except the worst tiny engines who have such bad isp and thrust that the scaling exponent cant beat the more efficient engines.