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DennyTX

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Everything posted by DennyTX

  1. well - simple example movie in first post when u stage it - animation plays - than it decouple
  2. inspired by: starwaster coded by: belpyro This is just an extension for moduleDecouple. But unlike of AD it just adds possibility to play animation BEFORE decoupling. Also, it can catch following: event (Right mouse click and select item from context menu), from action (predefined action group), and while staging. It should be used instead of stock moduleDecoupler, with same cfg config, just add animation name. If animation name will be missed - will work like regular moduleDecouple. i know, no pic no click but i really dunno what to show.... but a short movie with simple animated SQUAD brand adapter also, i guess, it will be useful for modders only For example: MODULE { name = ModuleAnimatedDecoupler ejectionForce = 200 explosiveNodeID = top staged = false animationName = YourAnimationName } MODULE { name = ModuleAnimatedAnchoredDecoupler anchorName = anchor ejectionForce = 200 explosiveNodeID = top staged = false animationName = YourAnimationName } ModuleManager string: @PART [*]:HAS[@MODULE[ModuleDecouple]] { @MODULE[ModuleDecouple] { @name = ModuleAnimatedDecoupler animationName = YourAnimationName } } Download from Kerballstuff source License: CC-BY-NC
  3. build by one man (age about 60) from Tallinn, ES
  4. seems like you should to use *** fileMoving = AnimationSounds/sound_1 fileStop = AnimationSounds/sound_1 *** also, i guess, u need *.ogg
  5. How to do stiffness of connections less than in current KJR, but more hard than in stock game? plz, let me know what and how should i change in KJR config.xml
  6. btw, we have to speak not only about solar panels and RTGs, but others things too for example in current game i can create "Wunderwaffe" interplanetary station, carrying onboard all available science devices... but there are not such machines in real life. With incompability we could restrict carry all science onboard simultaneously
  7. indeed.... but there are a great difference between "be able, but force yourself not to use it" and "do not be able"...
  8. Well, i think enough people likes "close to realism" games style. But here we faced some problems. for example, there was no solar panels onboard during Gemini and Apollo flights, but currently we can attach solar panels to Gemini's style vessel during game. So, the idea is following, can anybody do a partmodule that will work on following algoritm: Part can have something like following in its cfg MODULE { name = moduleIncompability list = partname1, partname2, etc (list of parts that incompatible with current one) } LOGIC if (vessel) has onboard (Part with moduleIncompability) then impossible to attach (anything from list string) to such vessel else (stock rules) endif imho, this will do game more hard and interesting and will add more challenges for gamers.
  9. I do a replica on N1-L3 soviet lunar complex for a long time. Race to realism, etc. And as i know its docking device was only oneshot.
  10. Anybody know a way how to do docking node oneshot?
  11. well, my way: 1. somewhere i read about magic scale coeff in KSP - 0.64 (well, all my RL models like APOLLO or GEMINI scaled down using 0.64) 2. also, upper border of Kerbin's atmosphere are about 2.2 low than Earth one but same G. 3. so, i scaled trust of RL engines KSP_htrust=RL_Thrust/0.64/2.2
  12. KSP: 1.0.4, Win 8.1 Ñ…64 RAM 16GB All going good till i'm reverting to VAB. i got strange substance outside VAB door, and after go to launch got second pic. And game froze after that. Yup, one of the mods doing this. I have a lot of mods (but still OK with RAM). MAy be someone faced this and solved this already..
  13. yup, i'm. i have done several IVA's mostly in replica-style, for historical crafts. (mercury, gemini, Apollo CM and LEM, soviet zond and LK) plz, tell more about your project.
  14. yup. it appeared. well, if i understand correctly the process going following way - if the first impact was 10 MJ and second impact will be 11 MJ - i'll get new data, if second impact will be 9 MJ - no data. right? so, if contract wants less impact than before, i need to place new seismometr?
  15. are impact's experiments nonrepeatable? i have placed seismometr on mun, did first impact, got data. transmitted it. did second impact. no data... it should be so?
  16. yup. i used following reference well, many many engines awaiting its releases
  17. yup of course. somewhere on forum i've presented a video with first version of CM IVA. Currently it becomes a bit complexity, but still unpublished. as well as new LM IVA and EVA and new SM. not enuff mana
  18. yup, of course. but i thought only this is only for final code. for release. i'm wrong? hmm, never tried it. what does it do?
  19. yup, i hope. currently i working on some plugins, and after completion i will rework all my previous mods.
  20. I am a person who loves keeping order, and I lacked the accounting with some minimum flight statistic in the KSP. I waited a long time, and once discovered "FinalFrontier", but there were not enough info for me. Also, I did not have any programming skill at that moment, but i decided to try to do something myself. Spent about three months for understanding the basic knowledge and got the result now (not without the help and assistance of respected people). To be honest, I still do not understand how some things work, code samples which were taken from different tutorials and mods, but "if it works, do not touch anything." well, here we have a simplified missions statistics, which divided to two pages, first - for unique flight data of each flight and second - the data for each pilot. In addition to formal statistics, it helps to plan you own space program and not to forget where you were and what you already done. This plugin is graphicsless, only tabular forms. All data is stored in a separate file in the JSON format. Left page. Here we have a list of flights that contains the name, start date and the cost of the ship. By clicking on any record we get the window with the following information: vessel name, its mass at launch, cost, launch date, the weight in a stable orbit, the amount of dockings and EVAs, maximum speed, number of landings, end date, duration and final weight, also show the amount of points earned science. On right side of this window we have data about SOI changes and the initial and final crew. The duration of the flight is always calculated dynamically. Completed missions (recovered) are painted in green. Current flight or a dedicated flight - stands a bright white color. Crashed - are painted in red. Missions can be sorted by date (by default, the new above), by the title of the series, or by cost. At the bottom of the window we can see a summary of the number of starts, total costs and total duration. Right page, with the telling name - Kerbals - used to store data about every kerbonauts. Initially, there is a list of the flyed pilots with the name, the number of flights and total duration of the raid. Clicking on the entry opens a window with more information, the number of flights, total time in flights, number of dockings, the number of EVA and total time in open space, the number of landings. Note1: personally i play on hard mode career only, and plugin has been tested in it. but "Revert to VAB" must operate normally, details of the flight will be removed. In other modes plugin has not been tested. Note2: currently there are no own statistic for separated units, such as Landers. When spacecraft divided on the orbit to several vessels, data of both fall into one entry (eg Landings) Installation: The zip files are all structured so that you only have to extract them into your kerbal folder and overwrite the folder. download REDACTED License: CC-NC-ND I hope that this plugin will be useful not only for me. comments and suggestions are welcome
  21. well well. me here. i have one too old enuff with simplified booster
  22. nothing important above. just explaining for one young russian boy the current policy of mod's developments
  23. well, i dunno how this works and i dunno nothing about programming, but using manuals i have changed few bytes and just recompiled DDL for KSP 1.0.2. but seems it works (suddenly). to my mind playing without it was too easy pls, feedback EngineIgnitor for 1.0.2 (DLL only)
  24. Gentlemen. Anybody else having trouble with the Gemini docking port nose cone? It' always suddenly starting to rapidly overheat (on altitudes about 40-55 km and still on nonorbital speed), despite all other parts are ok .... yes, i'm using Re-entry heating rebalance (made harder), but it ok with other FASA parts and other mods. any solution?
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