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flart

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Everything posted by flart

  1. Does "Surface Deployed Seismic Sensor" is the one from DLC, deployed by Kerbals ? probably better to exclude these (or have a separate contract)
  2. please update titles on the CKAN for your Contract Packs to Contract Pack: Name instead of just Name
  3. @zolotiyeruki Could you add a button on the Precise Editor 'Vessel' window for editing a root part? A button will be opening the same editing window, as clicking `P` on the root part. Editing position of a root part is also editing position of a whole vessel, so it could be there for convenience.
  4. Does General swing Arms on staging event always retracted Left, even if the Arm Style is "Side Umbilical Left"?
  5. that could be Rational Resources Parts or Kiwi Tech Tree (master from the github) or both
  6. I am playing around in the configs with a "ultimate" science part, that include many experiments. For now I choose the SC-9001, and put inside 5 stock ModuleScienceExperiments without any problem, using the %hideFxModuleUI = False %FxModules = 0 I connected experiments and the "open door" animation. Now I want to add there also some DMModuleScienceAnimate, but I can't connect it properly to the "open door" animation. After some tweaking, the "Collect Hydrogen Data" action is working (open door, has a delay and EC consumption), but only after you manually "open door" and "close door". Is there a way to bypass this limitation, and having DMModuleScienceAnimate working on "Collect Hydrogen Data" without this "warming-up" ? patches for this part is in an archive: https://1drv.ms/u/s!Alncj27YxKc-iBRaWg2BqTgK81al?e=5ibp0n
  7. Doesn't it out of scope of this mod, because same infinite tumbleweed effect could be found in the stock with casual decouple & explosions ?
  8. so it is like presets that an user could modify and then switch, for example, the steaming and day presets could be brighter, and the night presets could be darker? My first thought that it's in-game day/night, and the game will switch automatically.
  9. @Omnipius ksp 1.12.3 (kopernicus 68, Rescale 2.5, lightweight test install) the PT 1.7.5 has no nullrefs on saving a vessel in the flight, but sometime it lock timewarp to 1x and has a problem with EC consumption.
  10. ksp 1.12.3, test install, the mod doesn't have the toolbar icon. ksp.log https://1drv.ms/u/s!Alncj27YxKc-iAJ2JzUXL2tgmREC player.log https://1drv.ms/u/s!Alncj27YxKc-iAPxUHcFP0bDK_J5 (ClickThroughBlocker, ToolbarControl, SpaceTuxLibrary are installed) UPD. The tollbar icon is appeared after restart
  11. does the systems distinct enough for being able to disable them in the cheat menu in the ksp1?
  12. yes, possibility to close Default Manifest window if some transfer window is opened it is another good update.
  13. In the [x] science mod, the right click and the left click on the icon in the toolbar could open different mod windows. Same could be done there: the left click opens the main SM window (as it is now), but the right click on the icon open the most used by user Transfer window, for example, the Fuel Transfer window. So if I am using Fuel Transfer window often, I could just right click on the SM icon in the toolbar.
  14. vertical resize have more priority, than horizontal, size of the buttons are ok. the most priority is for the vertical resize of the upper side of the crew transfer and fuel transfer windows (upper side — where the parts selector) Another feature: right click on the app icon opens specified in the settings window at ones (crew transfer, fuel transfer, etc.), without the main window
  15. Within a week or so I don't have my PC for KSP, so you have time to describe what exactly the problem with the filter extension. iirc it adds new categories and subcategories in the expanded mode. Does it hide parts from all filter extension subcategories if the category = none ? I think that an idea of Filter Extensions that a part could be in several places according to different clever filters, but an idea of the Community Parts Titles Extras: CCK - No Duplicates patch, that part could be only in one place (no duplicates), so if the part is within some cck category it should not be in any other places, including the FE subcategories. So if this No Duplicates idea is not what you want, then just don't install the patch, and presence of FE is not making a difference there, right? I believe the right relation between the Filter Extensions and Community Parts Titles Extras: CCK - No Duplicates there is soft conflict on CKAN but that is for the future https://github.com/KSP-CKAN/CKAN/issues/2961
  16. At some point, I made scaled versions of the inflatable heat shield for every size
  17. yes, though with the disabled by default EVA Propellant option, it is not supposed to be spam error. I changed min_ksp to 1.11.0 in the v1.4.2 and v1.4.3 in the github releases, will it be updated on CKAN @HebaruSan ?
  18. Until there will be official update (if any) I recompiled for the ksp 1.12 and add Stock Alarm Clock App support: https://github.com/yalov/TransferWindowPlanner/releases/tag/Unofficial.1.7.3 https://github.com/TriggerAu/TransferWindowPlanner/pull/61
  19. Try to check KSP.log, if something is spamming there, that mod is probably the problem. Or try to remove mods one by one.
  20. Version 1.4.2 new option: Display EVA Propellant instead of Kerbal Name (disabled by default) The update is mostly intended for the ARP users. The ARP is not showing the EVA Propellant now. Version 1.4.3 new option: in the Surface mode, Display Rover speedometer for all "other" types: Ship, Lander, Probe, Relay, Base, etc ( @dresoccer4 suggestion)
  21. @TriggerAu ARP doesn't show the EVA Propellant from the inventory as the stock panel does. Probably this one: FlightGlobals.ActiveVessel.evaController.FuelCapacity FlightGlobals.ActiveVessel.evaController.Fuel UPD. I added an option for showing EVA Propellant in the SpeedUnitAnnex for now.
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