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flart

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Everything posted by flart

  1. CommNet Antennas Extension v2.0.0 The plugin was exluded from the CommNet Antennas Extension Salute the CommNet Antennas Info either of the two 500Gm antennas cannot be a base part now, as any other mod's and stock antennas update MM 3.1.2 CommNet Antennas Info v2.0.0: recompiled for ksp 1.6.0 Updated OP.
  2. @root the link and an explanation how it is different has been in the OP. I made them bold for you there.
  3. Version 1.2.6 recompile for ksp 1.6.0 backward compatible with 1.4 if you had used KER only for the dV calculation, and Ap/Pe, Time to the next Ap/Pe, AGL, Mach number on the flight scene — all the values you can get inside stock UI on the flight scene with the ksp1.6 + SpeedUnitAnnex, and more.
  4. Hi, haven't found a github link, you don't have one? It is convenient even for the clearly .cfg mods. For example, I just wanted to find out what is using github I could just view a last commit and see all changes I was trying to make quick look to the files, haven't found the name changes, but have found what you added new rescaled parts, I think they should be at the separate file. Also you could make CommunityPartsTitles recommendation there, if you are caring about names. And, you now, the larger rescaled truss belong after the original truss, nf-construction is supported by CPT ===== And about the TechTree, I like the Idea, I am also think what HistoricalProgressionTechTree is pretty cool but too "linear", and I very Like UnmannedFirst possibilily. Suggesting to make further 2-3 high-level merge (3 node) with one final 10000 science node for Warp-engine etc. Also you could find somewhere on the forum some joke-toy-part, or ask someone to make "winner cup" , include to mod, and place it on the last node. ===== You could check out the list of supported by CPT mods
  5. Version 0.3.5 ksp 1.3.0 - ksp 1.6.9, compatibility is back! old s2-s3 adapter is "Adapter 25-37 Kerbodyne Brand" (whatever you have the old ksp 1.3-1.5 or you have enabled the old part on the ksp1.6) new s2-s3 tank is "Kerbodyne S2-S3 Adapter Tank" new: Mk1PrototypeCockpit
  6. Do I remember correctly what your terrier was with fuel? Then you could just make it LV-990 "Termeleon" or something UPD. also we need LV-999 "Terrizard" with 2 nozzles, what can roll
  7. In the start, the mod intended to be clearly localization, and patches was an exception for FTP&SpaceY This way it could be localizable to other languages, but now third of the mod are patches... so yea, I will do that
  8. "Uncompatible" in the quotes, because how mod with just localization and patches can be incompatible? but still, if I will make the last version 0.3.4 as ksp1.3-1.6, then people with ksp1.3-1.5 will get wrong name for the part. if someone want to unhide old part in 1.6, then they will get wrong name in one case, tank or structural, whatever version they used, 0.3.3 or 0.3.4, because parts share the same #autoloc
  9. Version 0.3.3 new: BetterSRBs Kerbonov Kn-2 updates: NF-Spacecraft v1 Missing History tanks engines MM v3.1.2 Version 0.3.4 update for the ksp 1.6 uncompatible with ksp 1.3-1.5, because the Adapter 25-37 Kerbodyne Brand is in the tanks now, so it should have a new title — Kerbodyne S2-S3 Adapter Tank but it share the same #autoloc with the previous version.
  10. These mods already 2 years old, but I saw it just now, cool mods. It is very desired feature, another possibility is switch to straight-forward experience points, one click is +1 experience for a kerbal. L0 to L5 is 64 EXP — 64 clicks. Many clicks, but not too many. I checked this out, how do you planning to make this happen? An experience is added only by adding unique entries in the CareerLog, and not-breaking-progress entries is only Training1-5. Now I'm making compatibility for science-lab-info-and-6-crew-lab (just x2 faster, x2 EC, same science conversion). What is TimeFactor in the TrainingLabModule ? Does it override TimeFactor in the FieldTrainingFacilityModule ? Do they need to be the same? Also I'd like to see modules info panels for parts in the VAB. Another feature is depending on stupidity value. A not stupid kerbal studied faster in the "school" Are you against adding your mods to the scan? otherwise I could do it. UPD. Oh, I see And add please poll there: "Do you use both mods or only one of them? -Both; -TL; -FTF"
  11. This version of the KAX was convention-azed few months ago in the CommunityPartsTitles/en-us_kax.cfg , so you can merge it back if you are interested. Anyway I felt what I need to notice you there.
  12. A plugin part of the mods trying quietly infiltrate to the editor part's info panel, so a localization will make it better. Science Lab Info — 17 lines github — looking for [Spanish] [Chinese] [Japanese] [German] [French] [Italian] [Portuguese] CommNet Antennas Extension — 10 lines github — looking for [Spanish] [Chinese] [Japanese] [German] [French] [Italian] [Portuguese] CommNet Antennas Info — 6 parts on github — looking for [Spanish] [Chinese] [Japanese] [German] [French] [Italian] [Portuguese]
  13. This kind of bugtracker is not for players voting up for the stuff and looking on the every bug, it's for players submitting the bugs, and your staff solving or not solving them. Real-time user-developer relationship with voting and user somehow influencing to the developing process in the convenient for a developer way is services like trello or favro. examples: https://trello.com/b/yxoJrFgP/subnautica-development https://favro.com/organization/35200a08dbbad85b26102638/0d9378db42299691bb14c708
  14. After a burntime isn't part of the betterburntime mod you have no reason not to going crazy, but extended SRB-info feature makes changes in the different place than other features of the mod. It is more like ScienceLabInfo mod what extend info panels for ScienceLabs. Do you have some other idea in mind about extending Engine info panels? You could separate the feature.
  15. Both described versions are already there as mods the third one also recalculate AGL as the distance from the bottom of your vessel to the ground below you. [dramatic drum roll] which approach do you want in the stock? And I personally still find landing with eyes' lurking on the top-bottom-top-bottom of the screen not really convenient, so My "AGL" also show Above Bottom Level when you under -20, including "landed on a bottom of an ocean" case. (even KER doesn't get it, until they merge my PR)
  16. Fix Default Vessel Type: Stock Part Variants: add stack nodes switchable stack nodes, mass and cost for Stock Part Variants (Steel Crates, Cargotubes): it is still impossible to make switchable KIS capacity even with B9PartSwitch B9PartSwitch Support: Wooden Crates stores an ore instead of KIS (Steel crates still store KIS) Wooden Crates stores different amount of ore for Crates size (this is why B9PartSwitch is needed) Wooden Crates is flammable, cheap and lightweight switchable Wooden Crates stack nodes, mass, cost s1_tanks and s2_tanks resource switching: LF, LFO, Monoprop Chassis and beds resource switching: LF, EC s2 stores s1 x1.5 bedlong stores bedshort x2
  17. Version 1.5 added a Deep Space Fryer vessel to the mission package Just got 5400 points with the build-in Deep Space Fryer (yea, reached 200Mm from the Sun, and then came back home)
  18. There are plenty opportunities: The most cool one is integrating Kerbal Quirk Info to the Flight Portrait tooltip, to the Portrait Stat mod by @DMagic, to the kerbal tooltip on the Kerbonaut Complex and on the VAB Crew Tab. The easier one is in your Health Monitor, alongside "Details", make the second button "Quirks" with descriptions and names of the Quirks. ---------- Another requests is: a checkbox for the Quirks in the VAB Health Report or/and the same "Quirks" button with descriptions and names of the Quirks on the VAB Health Report for every kerbal update Health Report when user is moving kerbals around on the VAB's crew tab or, in case of lack of the GameEvent, if Health Report is opened then just update it every second
  19. Update please Confinement info in the /wiki/Health-Factors and wiki/Tips-&-Tricks. What is 6 in the "Living Space" in a part's config is about "how many living space every kerbal has around in a fully crewed part" or "how many space in a part, without considering crew capacity"? How it calculated automatically, as crew capacity? Why does lab's living space equal 0.8 ?
  20. I am not familiar with ASET, but yes, an existing internal (IVA) links to a part with INTERNAL {name = ... }. The stock IVAs are placed in the Squad/Spaces/
  21. FuelTankPlus has one, and I think some other tank's mods Launching .bat is needed for FL-1600, so x200-4 can be leaved there, or separate these parts
  22. Can you move KIS support to Patches folder, and do not forget about :NEEDS[KIS] Community Category Kit support: @PART[*]:HAS[#manufacturer[OSUV]]:NEEDS[CommunityCategoryKit] { @category = none @tags ^= :$: cck-rovers: &tags = cck-rovers // will apply if part has no existing tags } in my taste Inappropriate IVA is better than nothing: @PART[s1_cab,s2_cab] { INTERNAL { name = mk1InlineInternal } } I believe you can make changeable KIS volume, switching from stock to B9 Part Switch I do not have any EC problem on S2 without USU, with full S2_Tank and 6 wheels - after you getting some speed, EC Consumption < EC Cabin Generation. So maybe USU as Converter or for Science?
  23. Version 1.2.5 added traits to kerbal's names: P. Jebediah, S. Bob, etc. better kerbal's names cropping & optimization fixed AGL in the sea: shows distance to bottom, if a vessel is below -20m PR to KER about a correct near-zero AGL when you landed on a bottom of an ocean
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