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Spyros

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Posts posted by Spyros

  1. 27 minutes ago, linuxgurugamer said:

    I understand what you did.  Unfortunately, you did it manually, so it wont help with mods.  I understand you don’t use mods, so it understandable.  I’m not criticizing your work and appreciate that you released it.  But you should put into the first post that it won’t do anything to part mods

    Hi there and thanks my friend.

    Just to clarify: as described at that beginning, this mod is about all KSP 1.11 stock-parts & DLC making-history content.  Furthermore, it's compatible with 99.99% of other mods. If you have extra parts from different mods, they won't be numbered. Nevertheless, the stock-parts are still numbered, which means that even in that case at least you will have the stock parts numbered (i.e. in order) whereas extra parts from mods will still be aggregated at one side (e.g. bottom side) of the list (so they are still somewhat-influenced, although their names don't change because this mod is not about changing the names of extra mod-parts (and it's up to each individual to decide which extra part-mods to install, if any)).

    Hope this helps :)

     

  2. 11 hours ago, linuxgurugamer said:

    This looks great, I’m going to try it out this evening.  Wish I had  known about it earlier

    Edit:  I was hoping it was dynamic, instead its just replacing the name. 

    By replacing the name, the parts are presented/shown in order (and not in a random way) so that you can find everything you need quickly (as explained in more detail in the original post). 

    Enjoy! :)

  3. 2 hours ago, Cruesoe said:

    I notice that some of the parts, the scanning arms for example are not numbered.  Along with the surface experiments.

    Also the science experiments jump from 08 to 11, what am I missing here?

    Have you researched all science experiments? All of them should be in order if you have (including parts 09 and 10). Btw Base game + DLC Making history parts are included, not breaking ground, but even if you have these items you should still be fine (i.e. these couple of parts will be together at the end even if they are not numbered) so that should do the job because the effect should be the same. 

    Enjoy! :)

  4. Fully updated for 1.11 and fixed minor things. Enjoy! :)

    Thanks  for the thousands of downloads.

    On 7/9/2020 at 5:50 AM, Renfrew said:

    Hi,

    you may update your mod to fix an error.  

    FU010 FL-T800 Fuel Tank  -> FU10 FL-T800 Fuel Tank

    The leading 0 break the order.

     

    EN 25 may go to EN5, and then EN5 -> EN6 etc.   EN25 is a upper stage engine.

     

    Thank you for creating this mod. It helps a lot.

     

    Thanks friend! :) Fixed. 

    On 7/13/2020 at 8:29 AM, One eyed Smile said:

    Hi. Im enjoying the mod!

    Can u add a support for restock plus parts?

    I like the original parts.

    Thank you and everyone for using the mod.  Glad that it helps you and that it saves people a ton of hours!  :) 

    Thanks everyone for the thousands of downloads.

  5. On 3/1/2019 at 1:27 PM, VenDei said:

    So basically... Community Part Titles? I love the concept, don't get me wrong, but maybe working together yields better and more results, as CPT already includes support for some major mods, too.

     

     

    They are different.

    There are some similarities, but there are also substantial differences, some of which are:   1) different order of parts between the two mods 2) the original names of the parts were not paraphrased in BOPN (unlike the other mod), just a number was added in front of the name so a user can always refer to the original name of the part  3) engines are ordered in BOPN (whereas in Community Parts Titles it clearly specifies that many engines' names were not changed, namely:  "Engines are still in chaos"),   4) other parts were still left unsorted in Community Parts but here it was aspired to  cluster literally all the parts as much as possible (including major and minor parts) etc. ---and many other dissimilarities. 

    In general, community parts title is cool too, but it didn't meet all the things I had in mind (I am a statistician and generally speaking I like literally all parts to be in as much logical order as possible in order to produce something which is complete), so I decided to make this mod instead (as I had its concept in mind for some time, and some of its ideas were different to those of that other mod) so that I spend some time to order the parts but never have to do it again; I decided to also share it with the community in case people were interested in using it (from what I see it has been downloaded thousands of times). Feel free to use the one you find as the most suitable to you. :)

     

    On another note: While this mod is compatible with 99.99% of KSP mods ever made (including  all those major mods), generally speaking I am a person who doesn't like mods, however I use mods such as this (or KER) because I think they don't give  any advantages nor change the mechanics of the games, instead they make the game more user-friendly. So one can feel free to use this mod even if they previously had 0 mods installed (especially if you would like to keeep the original names of the parts).

  6. 1 hour ago, Barzon Kerman said:

    Can you provide some screenshots of how this orders the parts?

     

    For example, the order is done in such a way that

    1) the tanks are ordered according to their size (no need to scroll down for much time to find the tank you're looking for)

    2) parts with similar characteristics are next to each other (e.g. the wings are next to each other, air intakes next to each other, stack separators, etc)

    3) engines according to their type (vacuum engines, sea-level/multi-purpose engines, SRB , jet engines)

    4) engines according to their weight (within the aforementioned types),

    and many more

     

    Generally speaking, the order is done in a kind of a natural/logical/elegant way (which becomes apparent once downloaded) so that it makes it much easier to directly find any part you are looking for, it also puts stuff with similar characteristics together (so that you can put your thoughts in order when you build a vessel and check everything you need step by step and thus find out if you missed anything), simplifies the comparison process (e.g. if you want to determine which engine  is the most suitable one for your vessel, you can compare engines by directly checking which engine is one step above or below the currently chosen engine), etc. 

    Sample screenshot: 

    dGXvVd7.png

  7. Sorts all parts (including DLC Making History) within their original categories in a logical and elegant way (by adding two digits in front of each part's name; thus there is no need to paraphrase the actual name at all). No need for any custom sub-categories.

    Never again will you have to search for ANY part (fuel tanks, wings, adaptors, engines, etc), as you will instantly find it without wasting any time. Never again you will have to scroll down to find a similar part as it will already be next to the one you used.

    I used some hours of my time to make this mod, so that you don't have to use any of your time to find the parts you are looking for anymore.

    NOTE: Module manager is required.

    Download automatically from CKAN, or manually from spacedock: https://spacedock.info/mod/2072/Better Order of Parts: Numbered (BOPN)

     

    P.S. Just decided to share this with the community in case others are interested in using it and in fact it looks like there was a desire for such a mod as from what I see it already got thousands of downloads. 

  8. 9 minutes ago, flart said:

    I am satisfied how KV command pods and Engine Plates are titled, so I never have copied them to the file :) 

    But you can find section with DLC engines or SM Service Module.
    Some of them unchanged or even commented out, because there was some work with these groups of parts

    Ok, thanks!

    Good job, this a nice mod, I was looking for something like this for some time now, well done!!!

    However, I wish that some parts would be ordered a bit differently (according to my taste), including a different order of the engines. 

    Therefore, I might end up making my own mod to have my custom arrangement of parts. 

    Cheers

  9. 13 minutes ago, flart said:

     

    Support for the DLC is included, stock and DLC are sharing the same en-us.cfg in the mod's folder

    I haven't installed it yet, but I had a quick search at the cfg and when I looked for some DLC parts such as the "KV" command pods, or the Engine Plates and I didn't find them. Is this on purpose or was it by mistake? 

  10. 1 hour ago, Gargamel said:

    At the top of each list, there are various options to sort by.  Play with those some, see if that fits your needs.  If not, I am unsure if there is a mechanism to manually order the list, others with more knowledge will chime in shorty.

    And Moved to Gameplay Questions. 

    Thanks for your response.

    Yes, I have tried these pre-set options but they don't fit my needs and thus I need to order the parts of each list manually.

    Therefore, I am looking for a mod that permits me to do that job.

  11. Is it possible to re-arrange the stock parts of the game within their categories, with (or without) a mod?

    I am not talking about creating new custom categories, but about changing the order in which the parts appear in their original categories.

    UPDATE:  I ended up making my own mod and decided to share it with the community in case other people would like to use it as well:   

     

  12. 12 hours ago, swjr-swis said:

     

    • If you still want to use legs anyway: however many legs you use on Kerbin, times 1.7x, plus a safety margin of about 25-50% to allow for a few legs to explode. Legs are going to explode no matter what you do, so try to think in terms of 'how many legs do I need to have left after the inevitable explosions for my craft to remain stable'... and go with it.

     

    True, I tried to land with multiple legs and I noticed that some of them exploded! I tried again and eventually I tried to land with 0 explotions, but I had to burn a bit of extra fuel for that.

    12 hours ago, swjr-swis said:

     

    • Use something other than legs. Ironically, just about any part not meant to be a landing leg is more reliable to land on than landing legs. The whole concept of 'suspension' is practically useless at the moment with how buggy it is, and KSP physics do not penalize sudden stops, so you may as well just pick parts with the highest crash tolerance (other than actual legs) that look like they'd make pretty legs and use those. Just keep your velocity under their crash tolerance and your craft will be fine.

     

    Lol, most interesting thing I learnt today XD   (as I am still relatively new to KSP).  Nevertheless, I suppose that they plan to hopefully fix the issue of the landing legs in the future, so perhaps there are going to be days when using landings legs would be more useful than landing on the engine bells? 

  13. I am relatively new to KSP and I tried to find out how much delta V is required to ascent from the surface of Eve to orbit so that I can use KER and build a vessel accordingly . The results were confusing as the numbers that I found around the web were very different especially due to some of them being outdated (according to my understanding due to version changes). In addition to that, I figured out that there is a big misunderstanding about how to read delta-v maps when it comes to ascent values. I found posts where people claimed that delta v maps only use vacuum values (including for surface-to-orbit values), but I also found other posts reporting that the delta-v maps use atmospheric values when it comes to surface-to-orbit values. Furthermore, I found threads where both opinions were posted at the same time and some people were saying that the others were wrong as they didn't know how to read the maps  (e.g:  https://www.reddit.com/r/KerbalSpaceProgram/comments/8s2y4m/hey_guys_just_a_bit_confused_here_deltav_related/  ;  Chaos_Klaus' post). I still don't know what's the correct one.

    The combination of all these is that it's get confusing for non-veterans like me to understand what's the required delta-v to go from the surface of Eve to orbit. What is an updated estimate of this value?  Please also specify if the number that you report is calculated in atmospheric or vacuum settings

  14. 9 hours ago, Foxster said:

    Not a good idea if the plan is to fly the craft to orbit again. Struts are very draggy on Eve. 

    Thankfuly I have a decoupler to get rid of the griders (and the heat shield, as well as most of the struts that I used) after I deploy the parachutes and before I land on Eve. If I remember well I only used four struts that connect the main part of the ship with the grider (the decoupler is between and I didn't want the connection to break; there was a bad angle between the decoupler and the grider in the third photo that I uploaded).

     

    Ok, I see you guys explained to each other what you meant, nice.

     

  15. 7 minutes ago, Ultimate Steve said:

    Or just use tons of struts.

    Noodle rockets have long been a problem in stock, although it's much better than it used to be. There's a mod that fixes this (KJR) but for your purposes struts or a simple redesign will suffice.

    Thanks for the suggestion!

    By the way, how manyof them would you consider being reasonably enough? --- just looking for a vague approximate number instead of going way off the norm

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