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About me



Found 7 results

  1. KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
  2. There's some things I find particularly annoying about maneuver nodes that should be pretty easy to fix The game should remember what points in the maneuver node you've clicked. Often times when playing around maneuver nodes you end up intersecting a body you don't want or getting too far for an encounter so apoapsis, ascending/nodes, intersections, nearest encounters often times disappear and when you fix it they're no longer highlighted so I need to right click them over and over again. Show entering SOI point of parenting body. When doing 3-star training missions I need to be guessing where the ship will be when leaving kerbin's SOI by trial and error until I find a point that says it's less than a year away. Proritize orbit of current body. If you've done many rescue missions in low kerbin orbit you probably have a whole bunch of stuff around there, that makes it pretty annoying to operate a ship as you try to add a maneuver node and instead it shows the dialog to switch to another object
  3. Upgrades GUI This plugin is a collections of interface tweaks aimed at making the part/module upgrades feature introduced in 1.2 more user-friendly. Note that the plugin doesn't add any upgrades. If you want to have them in your game you need to download other mods that implement the upgrade feature. VAB/SPH part tooltips show upgraded stats The part stats are now updated according to unlocked upgrades. The part cost is now updated according to unlocked upgrades. All module widgets now show the updated stats according to unlocked upgrades. The part upgrade module widget show the detail of part stats/cost modifiers. If "showUpgradesInModuleInfo" (stock field) is set to true the upgrade config, the module widget now show the details of every upgrade currently unlocked for this module Some QOL tweaks to the tooltip stats : dry mass, mention of multi-mode engines, better formatting of engines thrust/ISP (bonus feature) Non-stock modules using cost/mass modifiers should have their modifiers taken into account too. Upgrades selection This allow to customize which upgrades are applied to placed parts in all modes (Career, Science and Sandbox) Parts with upgrades now have a clickable "upgrade widget" in the tooltip widget list Clicking on the widget show a list of upgrade widgets that can be toggled to enable/disable upgrades for this part Upgrades exclusivity/overrides rules and R&D unlock status can't be bypassed Vessels with customized upgrades will work perfectly if the plugin is removed, all this is done within the stock upgrade implementation. R&D tech tree feature In the nodes part list, upgrades have a pale green background to better differentiate them from parts. Download & source Soon to be available on CKAN ! LATEST RELEASE and source from github. Disclaimer I'm far from a skilled programmer, so the code for this may be ugly. As far as I know, it does the job and doesn't break the game. However, keep in mind that I don't really know what I'm doing. If anybody has the time to review and comment my code, I'm open to suggestions and pull requests KSP-AVC disclaimer This mod doesn't include mini-AVC, but it has a version file that allow version checking trough the KSP-AVC Plugin. Licensing This masterful work of art is released under the unlicense. So public domain, feel free to do anything, especially updating this plugin if I'm not around. Changelog and bugs Known bugs and glitches None at the moment v1.5 for KSP 1.2.2 - 19/04/2017 (Issue #5 fix) : NRE when PartStats{} node is absent from PartStatsUpgradeModule bug (Issue #4 fix) : ModuleDataTransmitter (and others) doesn't revert to base stats bug (Issue #3 fix) : Incorrect state of upgrades at init bug v1.4 for KSP 1.2.2 - 18/04/2017 New feature : upgrade selection system Refactored a lot of things Re-fixed nullref on creating the upgraded parts prefab (thanks @Oort for the perfect bug report) Removed mini-AVC dll, KSP-AVC is still supported Changed plugin name to "UpgradesGUI" v1.3 for KSP 1.2.2 - 28/03/2017 Fixed an issue causing an exception within the GameDatabase, this resolve the issue with toolbar icons disappearance (Thanks @Rodger) The module widget list in the part tooltip is now sorted alphabetically (this reproduce the stock behaviour) v1.2 for KSP 1.2.2 - 24/03/2017 The "custom prefabs" parts now try to call OnLoad() on their modules, with the HighLogic.LoadedScene set to LOADING, in an effort to better replicate what happens with the real part prefabs. This fix the issue with Kerbalism custom modules, and may prevent the same kind of error from surfacing in other plugins. Thanks @ShotgunNinja for guidance on what was happening. Added some error-checking so if things go wrong, the plugin should fail a bit more gracefully. v1.1 for KSP 1.2.2 - 23/03/2017 Added KSP-AVC support for version checking v1.0 for KSP 1.2.2 - 22/03/2017 Initial release
  4. Please please please make it easier to attach fuel tanks or boosters to radial decouplers. It seems to be VERY hit and miss on trying to place one of these objects right over a decoupler and have it attach to the tank instead of the decoupler... If I'm hovering my mouse over the decoupler, I'm pretty sure I want to attach this thing TO the decoupler.
  5. What really is missing is the option to sort the crafts when you want to load one in the VAB. Sort by date would be soooo good to have, to see which vessel you worked on last time you played.
  6. You know how we now have a mode selection for reaction wheels (Full, SAS, Pilot)? Could we get something similar for RCS controls that can cycle through functionality (Full, Translation, Rotation) and be Action Group'ed? Generally speaking, thanks to the power of Reaction Wheels in KSP, I use RCS mainly for translation (docking and fine orbital adjustments) and rarely for attitude/rotation control. (For the latter, it'd have to be one heavy craft with relatively weak RW power, I'm in a rush to change attitude for some reason, I need supplemental control because my control surface aren't as effective in the current situation, or I'm controlling a VTOL.) I'm actually trying to build my first ever space station and I find it tedious to turn RCS on/off depending if I need translation or rotation. Yes, I know I can set the individual degree of control, but I'm not doing that for three degrees across 2 dozen or so RCS ports because my dumbass forgot to do that in the editor. (Even doing it in the editor could be tedious since I can't just click on one button to swap modes - it's four: one to show the open option to do so and one each for roll, yaw & pitch.) It's just a quality-of-life thing. Nothing urgent, but if RWs got something similar, why not RCS as well? (Kinda wonder if RCS should also get the Full-/SAS-/Pilot-control option as well since RCS is sorta tied to SAS in a way, like RWs.) In the meantime, I need to make a MM cfg that sets RCS ports to only translation mode by default...
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