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Skalou

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Everything posted by Skalou

  1. Ii has changed since KSP 1.2: before it was g0=9.81, and so it has changed the geostationary altitude ( a bit) for example.
  2. i think i've seen a mod doing exactly this ( has only part wich are airlock), but i don't remenber the name.
  3. As quoted in the KSP weekly, tere will be an orverhaul of the part for the colliders: In designing my mod mk1-cabin-hatch and with the help of users, i noticed that maybe a check for the airlock and ladder could be great too while you are at it, there is some inconstitency, sometime kerbal are really far from the ladder, some hatch are useless ( gameplay purpose?), etc... the yellow long bar on top is a ladder but unusable, maybe too deep in the part collider? and the side hatch are fakes useless,( i added the green and red colliders myself in my mod , there isn't anytrhing here in stock) on the scientist lab, i think the part collider is too complex and maybe consume too much ressources, the the lkerbal on the laddr also has the rungs in his mouth. that's my small contribution to help you, keep this amazing game still amazing!
  4. In fact ,maybe all the parts sould need an overhaul, for now i won't touch them, but i will report it because they said in this week devnote that they will look at all the colliders, so there is a chance they will this to thank's for the suggest thought. edit: here is the report post if you want to add your contribution/ demand too: http://forum.kerbalspaceprogram.com/index.php?/topic/151741-overhaul-colliders/
  5. Ok, thank you. i will look at what is possible to do with current things, my plan: -design a new part without collider maybe with lights or whathever makes it visible -spawn a ship with only this part on the orbit i need with the required mean anomaly -ask to rendez vous with it and get a target velocity small during a few time what do you thing about it?
  6. hi nightingale, i would like to konw if it is possible to have contract that impose the mean anomaly at epoch (or the true anomaly) for a satellite contract? i mean not just match the target orbit, but also be at the right place at the right time like a RDV but without a target ship. with a specific visible marker? ( because numbers are boring) if not i have maybe a simple idea/workaround. thank you ( and thank's again for this amazing mod )
  7. i like it i made the part for the Mk2, here is it if you want to test it before i release it: https://www.dropbox.com/sh/j6um39lq0ddpld9/AADcL727-d3JkURSXtvDrU-va?dl=0 same license as before etc... you can also notice that the stock ladder ( horizontal yellow bar on the roof) is broken.
  8. i got too the exeptions when deleting any part in editor.
  9. the question for me is, is it fun to have this limitation? answer for me: no, beacause seat swapping is just boring, an other way to solve this could be to allow EVA by sending them on the nearest airlock in an other part, but i don't code, so i choose this way and there are a lot of other way to cheat in KSP what about this kind of design? you can't transfer fuel trought the heatshield but you can transfert kerbal throught it and fueltank, i don't see why exept for balance(good reason for a game), especially with a so big shroud that could give a pupose, exemple: the thing on the side, propbably for electrical stuff ( of course youcan"t had a fuel line has it in stock...could have been too easy ) hole in the shield for the leg ( could be a fuel line too) You want to use it for your base like this? no, you can't, because in stock you can't exist via the airlock if the craft has more than 1 part ( only for rescue mission i suppose), it means too if you crash partially your own ship you can't rescue your kerbals inside if 1 part or more is attached to the crew cabin . Yes, why not, good suggest! the harder will be to find a name for this mod
  10. Ahaha nice, shall i iunderstand is it for translation? So i made my own for hope: more here:
  11. The Mk2 already has a working hatch on the top, what do you would like exactly?
  12. Ahah, exacltly why i decided to do this mod! No more (boring) seat swapping dance.. I would like to restrict it a bit in career, maybe with the new part updrade system but it seems to be broken actually ( no one made it works), however i know you won't use it to cheat right?
  13. Mk1-Cabin-Hatch This "Mk1-Cabin-Hatch" mod adds a stock-alike hatch to the stock Mk1 crew cabin's roof from witch you can go and come in EVA. The hatch is now available as a part variant for the stock "Mk1 Crew Cabin" part. fully compatible with a running career and allow to be uninstalled without braking your crafts (the stock cabin part will just be without the top hatch). Download from Spacedock Download from CurseForge (No longer available) Available on CKAN Changelog GitHub page It sets "noAutoEVAMulti = False" to allow Kerbals to go in EVA from a ship with more than 1 part ! This part reuses the stock textures to save your RAM, those included are fake of 4×4 pixels. You have to install the mod "Module Manager" to make this mod works properly (not included, you must download it separately) BACKWARD COMPATIBILITY: In previous versions older than v1.0.0 the option was toggle-able in the editor via the part's right-click menu "Add Top Hatch". There is a compatibility patch file for the transition named "DEPRACTEDcompatibilityPatch.cfg.txt" located in "Kerbal Space Program/GameData/MK1CabinHatch", you have to rename it to "DEPRACTEDcompatibilityPatch.cfg" (remove the .txt extension at the end) to activate it. So you will have both versions of the hatch model and time to migrate your crafts and finish your running missions. Once none of your crafts have the old model you can rename the compatibility file back with the .txt extension. KSP compatibility versions: Mk1-Cabin-Hatch version KSP version 1.0.1 min: 1.4.0 ; max: check here or the forum thread 1.0.0 min: 1.0.5 max: 1.10.1 0.2.0 min: 1.0.5 max: 1.9.1 0.1.0 min: 1.0.5 max: 1.9.1 This mod is really simple, it uses only stock features with a module manager patch, and should work with many future KSP versions, check the dependency mods update too. Check this forum thread end to know or report a new KSP version compatibility. Dependency mods: - Module Manager (not included) Suggests: - KSP-AVC add-on version checker Installation: - On update, remove any existing older version. - Be sure to have Module Manager installed (not included in this download). - Copy/paste the folder "MK1CabinHatch" in your "Kerbal Space Program/GameData" directory. - Enjoy! It uses the "KSP Add-on Version Checker" mod if you have it installed (not included in this download) to check its version by using a connection on my GitHub page, read the "KSP-AVC Add-on Version Checker" page for more details. License
  14. thank you! didn't know we can read it with a text program , that does the job! even if i find it was easier in 1.1.3) there is a "immediatly flush log file to disk" but i don't unserstand what it does.
  15. the emissive is broken in Unity younger than 4.2, but ther is a trick here:
  16. hello, i had trouble with unity 5.4, until i see this thread that made it works perfectly! So you don't need to downgrade your Unity if you have a few emissive to do
  17. Hi, in older KSP version ( 1.1.3), there was a way to look at the part.cfg in-game with the Alt+F12 menu, but i don't know how to do it in 1.2, i can just display the part list: KSP v1.1.2 KSP v1.2.0 Am i missing something? I ask this because with module manager affecting the .cfg, i would like to be sure of what is done in-game, maybe there is a way to display it with module manager itself? thank's
  18. thank you, i didn't know about this definition! for those wondering here is the KSpedia: What i would prefer for Snacks however is a 3rd option : display in (kerbin)years:days:hours (no month and display hours instead of 0,X day)
  19. thank you for this mod however i see sometime the time displayed in months, but how many time is 1 month please? ( hours or kerbin days)
  20. Perfect, tested and flight approved, thank you very much!
  21. I don't know but the whole ressource system has been updated no..
  22. Someone to revive this mod? one of my probe is in difficulty even with (usless)safety batteries with Ec i tiried "as it" on KSP 1.2 but it doesn't work (no button) and spamming exeption.
  23. repurpose of this topic: detect and analyse people'brain which still need speed unit conversion lessons, apparently their Mechjeb is still bugged, maybe related to the bug #123: Iwanashowabig3r1
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