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Gordon Dry

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Everything posted by Gordon Dry

  1. Descending on parachutes, a smart part triggers an action group at 400m altitude to jettison the heat shield = altitude from now on is always 1m.
  2. To avoid the engines being no engines anymore in a stockalike game (3.2x) without RealFuels I had to edit 2 patches: GameData\AlternateApollo\ApolloD2\apollod_engine\AJ10_plume.cfg @PART[ApolloD2_AJ10]:FOR[RealPlume]:NEEDS[SmokeScreen,RealFuels] { @MODULE[ModuleEngines*] { @name = ModuleEnginesRF !runningEffectName = DELETE } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* { %powerEffectName = Hydrolox-Upper } } PLUME { name = Hydrolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,2.7 plumeScale = 1.3 flarePosition = 0,0,2.55 flareScale = 1.3 energy = 1 speed = 1 } } @PART[ApolloD2_AJ10]:FOR[RealPlume]:NEEDS[SmokeScreen,!RealFuels] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Upper } PLUME { name = Kerolox-Upper transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,2.7 plumeScale = 1.3 flarePosition = 0,0,2.55 flareScale = 1.3 energy = 1 speed = 1 } } GameData\AlternateApollo\ApolloD2\apollod_LESii\LESii_plume.cfg @PART[ApolloD2_lesii]:FOR[RealPlume]:NEEDS[SmokeScreen,RealFuels] { @MODULE[ModuleEngines*] { @name = ModuleEnginesRF !runningEffectName = DELETE } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* { %powerEffectName = Solid-Lower } } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.5 plumeScale = 0.5 flarePosition = 0,0,0.4 flareScale = 0.5 energy = 1 speed = 1 } } @PART[ApolloD2_lesii]:FOR[RealPlume]:NEEDS[SmokeScreen,!RealFuels] { @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Solid-Lower } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 plumePosition = 0,0,0.5 plumeScale = 0.5 flarePosition = 0,0,0.4 flareScale = 0.5 energy = 1 speed = 1 } }
  3. @Pulsar there is a comment without anything after it in line 25 //Olympus S4-1 5m LFO Tank
  4. btw the visor fix from here https://forum.kerbalspaceprogram.com/index.php?/topic/161898-131texturereplacerreplaced-v054/&page=32&tab=comments#comment-3335396 still works to avoid the pink visor with -force-glcore: Place this shaders.windows file in KSP/GameData/TextureReplacer/Plugins/PluginData/TextureReplacer/ ^corrected folder
  5. As it seems the pre-set values for hibernate (PAW sliders) are taken into account. So if these are not triggered (EC falls below x and then raises above y) the hibernate won't stop. I clicked on that HBNT button out of curiosity because nothing about in in the docs hoped it would change the UI and show options
  6. For some weeks now the Contracts Window will open top left after pressing "Apply" on the game's pause menu after changing any setting. It doesn't matter where it was before. And btw moving the window is very resource intensive - as soon as it's moved the fps drop significantly.
  7. You could take the engineAccelerationSpeed and engineDecelerationSpeed into account. Shameless promotion: https://www.dropbox.com/s/rfqko5p3q5nmqfk/zzz_AddEngineSpoolDelay.cfg?dl=1
  8. After I watched "Mars Direct in a Nutshell" I watched "THE MARS UNDERGROUND" - now I think the space tug could be combined with "Mars Direct" aka. "Duna Direct" to achieve the "Mars Semi-Direct Mission" aka. "Design Reference Mission" ...
  9. What is the purpose of HBNT button in Flight Computer? Completely disabling all communication forever can not be the purpose?
  10. The crewed parts need a Kerbalism _sickbay_RDU patch then ... *hint hint nudge nudge*
  11. @vardicd I guess when you cancel the popup that asks on a new career save, then the default crew is created.
  12. Well, the "real" Mars Direct does not have the astronauts to leave and fiddle the rope into the coupling.
  13. @Daedalus451 it works, no message here @Brigadier what? The title says 1.5.x - which means it's 1.5.1 compatible ...
  14. With persistent rotation (and ofc when that mod with the same name is free of bugs) it should work, afaik the game understands what rotational g-forces are. If not, it would be bad - how to fiddle a non-issue-throwing mod just to achieve this?
  15. @Drakenex thank you, now we need what's missing in this mod At least a long rope.
  16. Well, so other dependencies shipped with some mods are then outdated. Or a known obsolete file is still in the latest release. I see all these errors when syncing.
  17. Other way around. I use bitwise syncing with Total Commander to manage my files - instead of open explorer windows all over the place. Total Commander can open a lot of archives, and write into them. So I can compare left side, last downloaded zip - right side, my archive or left side, my GameData - right side, my archive But everybody got own taste.
  18. Oh damn, you're right. I just forgot that I created my own MM patch instead of the shipped one - two years ago. GameData\RealBattery\RealBattery_mm.cfg @PART[*attery*,*attery]:HAS[@RESOURCE[ElectricCharge]] { @thermalMassModifier *= 2 EC_maxAmount = #$/RESOURCE[ElectricCharge]/maxAmount$ MODULE { name = RealBattery BatteryType = 3 // 1 = Lead_Acid; 2 = Lead_Acid_singleUse; 3 = Li_Ion HighEClevel = 0.8 LowEClevel = 0.2 } @maxTemp = 2000 // no overheat explosions @RESOURCE[ElectricCharge] { @name = StoredCharge @amount = #$/EC_maxAmount$ @amount /= 1000 @maxAmount = #$/EC_maxAmount$ @maxAmount /= 1000 } @title ^= :$: <color=green>(RealBattery)</color>: @description ^= :$: <color=green>(pimped by Real Battery Inc.)</color>: }
  19. I you have tested this uncared* mod, you would have recognized that the quote is not right. The stock batteries are cloned and then pruned, so only the cloned ones are in game. *yes, indeed, please fix this mod as promised months ago
  20. Just tagging all these mods on Spacedock as 1.5.1 compatible without changing the version file?
  21. On my side it was an extracting crew ladder. Started a new career. Will see soon.
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