flack

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About flack

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  1. If you are using Stockalike Engine configs you should just delete the Module manage patchs that convert the SRBs to ModuleEnginesRF and forget real fuels for them. Stockalike only use one type of solidfuel anyway so you are not losing anything by using BetterSRB instead. In case you still want to use RF, Curves should be added under the CONFIG node like here: //Star 30 //ATKPack //Sources: //Orbital ATK Space Propulsion Products Catalog, September 2012 @PART[*]:HAS[#engineType[Star-30]]:FOR[RealismOverhaulEngines] { @title = Star 30 %manufacturer = Thiokol @description = Total flown included in total for Star-30A. Diameter: [0.76 m]. MODULE { name = ModuleEngineConfigs type = ModuleEngines configuration = Star-30BP modded = false CONFIG { name = Star-30BP minThrust = 30.9 maxThrust = 30.9 heatProduction = 100 PROPELLANT { name = HTPB ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 292.3 key = 1 150 } curveResource = HTPB thrustCurve { key = 1 0.6498 key = 0.995 0.6404 key = 0.99 0.5871 key = 0.985 0.5878 key = 0.98 0.5878 key = 0.975 0.5893 key = 0.97 0.5898 key = 0.965 0.5918 key = 0.96 0.5958 key = 0.955 0.5998 key = 0.95 0.5998 key = 0.945 0.6018 key = 0.94 0.6079 key = 0.935 0.6138 key = 0.93 0.6201 key = 0.925 0.6272 key = 0.92 0.6327 key = 0.915 0.6401 key = 0.91 0.6454 key = 0.905 0.6485 key = 0.9 0.6505 key = 0.895 0.6545 key = 0.89 0.6565 key = 0.885 0.6605 key = 0.88 0.6625 key = 0.875 0.6665 key = 0.87 0.6705 key = 0.865 0.6739 key = 0.86 0.6766 key = 0.855 0.68 key = 0.85 0.6766 key = 0.845 0.6746 key = 0.84 0.6766 key = 0.835 0.6798 key = 0.83 0.6827 key = 0.825 0.6867 key = 0.82 0.6895 key = 0.815 0.6948 key = 0.81 0.7003 key = 0.805 0.7049 key = 0.8 0.7128 key = 0.795 0.719 key = 0.79 0.7269 key = 0.785 0.7331 key = 0.78 0.7406 key = 0.775 0.7484 key = 0.77 0.754 key = 0.765 0.7616 key = 0.76 0.7675 key = 0.755 0.7745 key = 0.75 0.7798 key = 0.745 0.7871 key = 0.74 0.7943 key = 0.735 0.8019 key = 0.73 0.8104 key = 0.725 0.8181 key = 0.72 0.8262 key = 0.715 0.833 key = 0.71 0.8417 key = 0.705 0.8503 key = 0.7 0.8588 key = 0.695 0.8652 key = 0.69 0.8716 key = 0.685 0.8768 key = 0.68 0.8821 key = 0.675 0.8883 key = 0.67 0.8944 key = 0.665 0.9005 key = 0.66 0.9085 key = 0.655 0.9145 key = 0.65 0.9224 key = 0.645 0.9291 key = 0.64 0.936 key = 0.635 0.9417 key = 0.63 0.9475 key = 0.625 0.9536 key = 0.62 0.9586 key = 0.615 0.9637 key = 0.61 0.9677 key = 0.605 0.9731 key = 0.6 0.969 key = 0.595 0.9594 key = 0.59 0.9538 key = 0.585 0.9475 key = 0.58 0.9455 key = 0.575 0.9475 key = 0.57 0.9495 key = 0.565 0.9512 key = 0.56 0.9515 key = 0.555 0.9523 key = 0.55 0.9535 key = 0.545 0.9575 key = 0.54 0.961 key = 0.535 0.9665 key = 0.53 0.9717 key = 0.525 0.9775 key = 0.52 0.9818 key = 0.515 0.9862 key = 0.51 0.9915 key = 0.505 0.9968 key = 0.5 1 key = 0.495 1 key = 0.49 0.998 key = 0.485 0.998 key = 0.48 0.996 key = 0.475 0.9958 key = 0.47 0.9939 key = 0.465 0.9919 key = 0.46 0.9919 key = 0.455 0.9899 key = 0.45 0.9899 key = 0.445 0.9879 key = 0.44 0.9879 key = 0.435 0.9859 key = 0.43 0.9859 key = 0.425 0.9859 key = 0.42 0.9839 key = 0.415 0.9839 key = 0.41 0.983 key = 0.405 0.9818 key = 0.4 0.9818 key = 0.395 0.9798 key = 0.39 0.9798 key = 0.385 0.9798 key = 0.38 0.9789 key = 0.375 0.9778 key = 0.37 0.9778 key = 0.365 0.9778 key = 0.36 0.9778 key = 0.355 0.9778 key = 0.35 0.9778 key = 0.345 0.9778 key = 0.34 0.9798 key = 0.335 0.9798 key = 0.33 0.9798 key = 0.325 0.9798 key = 0.32 0.9798 key = 0.315 0.9798 key = 0.31 0.9798 key = 0.305 0.9798 key = 0.3 0.9798 key = 0.295 0.9798 key = 0.29 0.9798 key = 0.285 0.9798 key = 0.28 0.9798 key = 0.275 0.9798 key = 0.27 0.9798 key = 0.265 0.9798 key = 0.26 0.9798 key = 0.255 0.9798 key = 0.25 0.9798 key = 0.245 0.9798 key = 0.24 0.9798 key = 0.235 0.9799 key = 0.23 0.9818 key = 0.225 0.9818 key = 0.22 0.9818 key = 0.215 0.9838 key = 0.21 0.9838 key = 0.205 0.9838 key = 0.2 0.9858 key = 0.195 0.9858 key = 0.19 0.9858 key = 0.185 0.9858 key = 0.18 0.9878 key = 0.175 0.9878 key = 0.17 0.9878 key = 0.165 0.9878 key = 0.16 0.9878 key = 0.155 0.9888 key = 0.15 0.9898 key = 0.145 0.9898 key = 0.14 0.9898 key = 0.135 0.9878 key = 0.13 0.9878 key = 0.125 0.9878 key = 0.12 0.9858 key = 0.115 0.9845 key = 0.11 0.9832 key = 0.105 0.9798 key = 0.1 0.9784 key = 0.095 0.9757 key = 0.09 0.9757 key = 0.085 0.9737 key = 0.08 0.9708 key = 0.075 0.9694 key = 0.07 0.9659 key = 0.065 0.9644 key = 0.06 0.9615 key = 0.055 0.9615 key = 0.05 0.9595 key = 0.045 0.9584 key = 0.04 0.9548 key = 0.035 0.9512 key = 0.03 0.9474 key = 0.025 0.9419 key = 0.02 0.9074 key = 0.015 0.832 key = 0.01 0.7527 key = 0.009 0.7384 key = 0.008 0.7264 key = 0.007 0.7142 key = 0.006 0.6985 key = 0.005 0.6711 key = 0.004 0.6345 key = 0.003 0.5723 key = 0.002 0.4638 key = 0.001 0.3642 key = 0 0.0082 } } } }
  2. I didnt know having many of the useful mods not updated and also many others being updated by a single guy was a sign of a mature community. Linuxgurugamer is pretty clear about it, if you want new functions submit a pull request. By the way I'm not complaining, I'm already greateful enough to know some people are there to keep the mods alive.
  3. I'm not talking about the player count, I'm talking about the modding community. Most mods stopped being developed and are simply being updated. I cant thanks enough linuxgurugamer and the handful of other modders who are nice enough to keep the vast majority of useful mods alive. Honestly... the player count doesnt really matter to me....I just gave my opinion on the original topic; "is it okay to update / branch a mods when the license allows it if the mod is not actively maintained" Anyway, lets stop polluting KJR thread the debate is over anyway.
  4. I'm obviously talking about the legal ok here; Morality of branching a project that has a license that allows it.
  5. Waiting for a proper handover makes no sense when the original author used a license that give you the right to modify the project. If the author didnt want people to make modifications he would have used a license that forbid it in the first place, I dont understand why people think there should be more to this. This mod is 2 versions behind, its not like if you were trying to branch a project that is in active development. Truth is, this community is slowly dying, and this mentality is not helping. Thanks to you and everybody else who help keep this community alive.
  6. Your post makes no sense what so ever, are you really comparing a rocket engine with a propane heater? Go read a little before claiming its unrealistic my friend . This mod is working perfectly fine, no point going around the forum claiming its unplayable, its just clearly not made for you until learn more about rocket and want the realism that comes with it. This mod is made to complicate the game, not the other way around.
  7. There is already pull requests that were not merged because date format was wrong. I managed to fix this myself by changing the Displaydata in Kronometer's settings when I was using the modified dll in my 1.3.1 install.... so I guess the fix is quite simple, its seems its just not calling the good date format ( PrintDateCompact). Unfortunately thats were my programming skills end... https://github.com/TriggerAu/KerbalAlarmClock/pull/196 https://github.com/TriggerAu/TransferWindowPlanner/pull/51
  8. There is already a commit by Aelfhe1m for this and KAC on github... https://github.com/TriggerAu/TransferWindowPlanner/pull/51 Hopefully it will be merged to the master at the next update
  9. Yes Please! Here is a bug that I reported a few month ago, I would be more than happy to see this updated for 1.4.1!
  10. A dream just became truth! Thank you very much for this mod!!!
  11. hello there, I'm trying to make a battery that is locked to only 1 type of technology. It doesnt matter what battery type I use, there will always be a button (Next tech) on the right click menu that let me change technology. Right now it seems that "BatteryType = " only change the technology that is displayed in the part description. Once the part is placed, all technologies are available with the context menu. My goal is to make Li ion battery only available later in career.... and I dont care about my part list being cluttered lol Do you still plan to add NiMh batteries? Its a technology that would fit very well between lead acid and Li ion in term of energy density. Thanks for this great mod, I'm not using Kerbalism anymore and I'm really glad I can finally use it!
  12. Awsome mod! On my wish list: Being able to choose an other resource than Ec as input to make the health module work! Exemple: @PART[mKitchenModule] { MODULE { name = ModuleKerbalHealth inputPerKerbal = Food@0.03 multiplyFactor = Loneliness multiplier = 0.25 } } Keep up the good work, this mod is on my must have list!
  13. I edited my post at the same moment you posted. It seems ShotgunNinja already support third party module background simulation. https://github.com/ShotgunNinja/Kerbalism/wiki/Background-Simulation Hopefully he can add your module to those already supported!