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Jacke

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Everything posted by Jacke

  1. Confirming that fixed it! Thanks, @linuxgurugamer!
  2. Tested 0.0.6. Without a mod for Patch Manager to work on, on install the App Launch button still shows up and doesn't do anything on being clicked. Added in Community Database of Module Manager Patches. Button now brings up window with patches. Settings window now works correctly, thanks! Changed settings to hide icon when no patch mods present. Confirmed alwaysShow was false in PatchManager.cfg. Tested to confirm when PatchManager enabled, icon still shows on App Launcher without any mods using PatchManager despite settings of "Always show toolbar button" to off / alwayShow as False in PatchManager.cfg. Check over several runs alternating having and removing CDMMP. Logs from last run without CDMPP here. Another test with alwayShow as True in PatchManager.cfg without CDMMP has the icon hided. Looks like the flag is being used in reverse sense of its title in the Settings window / name of the flag.
  3. Thanks for the reply. Did a quick test. It was a small rocket so little seemed to changed, but the performance was noticeably better. SMURFF is definitely interesting, but as said is rather overpowered for the stock scale solar system. Will think on how much to fiddle with the RLA SRBs and other parts. There's other ills like an AV-R8 Winglet costing more than many small LF engines, so once you go down that rabbit hole, there's a whole dammn large warren of things to untangle.
  4. UDMH smells, not surprisingly, more like ammonia. Think Jeb's been hitting the Kerbal-nip a bit too much if it was RP-1 and he thought it was UDMH.
  5. Well, as an example, as I was designing rockets, I looked at the mass fraction of the RLA Stockalike SRBs (from RLA Recontinued) and seeing the dry mass as 25% of the wet mass...well, it's just wrong. SMURFF might change things radically for the stock scaled solar system, but I'll think I'll give it a try. Couple of questions. 1. Are SRBs adjusted? Looking at the MM script, SRBs are adjusted. 2. Are aircraft parts adjusted? I imagine the fuel tanks are. And after skimming the last few pages, I see how putting SMURFF into the stock scaled solar system is likely too much. Will still see what it's like.
  6. Cool screenshots! An output waiting at Minmus.... Don't know how tight your design is for delta-V, but you could get more from the Oberth effect if you escape from Minmus and drop down close to Kerbin and make your main burn to escape Kerbin into your interplanetary transfer trajectory as close to Kerbin as possible. It make the mission trajectory more complex, though.
  7. How well does Kerbalism work with the stock CommNet/KerbNet if its own signal system is disabled from the start.
  8. IANAL, but.... Looking at 7zip, it's licenced under the GNU LGPL version 2.1 of the License, or (at your option) any later version, with the unRAR restriction (take a look at the link), which say the portions of code used to unRAR can not be used to recreate the RAR compression code. Looking at the GNU LGPL (along with the GNU GPL), I think that means.... You can include 7zip in the repository and even the download if your licence identifies what licence 7zip is under, without restricting what licence you want to apply to your work in the repository. That was the whole point of the LGPL, to make things more flexible for including free software code in a separated way (ie. separate libraries or programs) with non-free software code. It should apply similarly here.
  9. I've just started using this mod. I quickly threw together an aircraft using the Mk1 Open Cockpit and I could assign a pilot and it launched okay. The mod you need to make a MOD KerbalSeat part like the External Command Seat or the Mk1 Open Cockpit work as a full featured command pod is Take Command Continued. Make sure you have that mod installed as well as this one. If it still doesn't work, look at the red-lettered message link in my signature for troubleshooting advice and how to provide KSP logs to get help.
  10. Thanks for that advice! Just checking out Kaptain's further. The Intro window encouraged me to go into the settings of Kaptains and examine them. Something I was wondering about was a KSPedia page for Kaptain's. Could the Intro window be turned into a KSPedia page and could that be made to pop up on loading a new game? This may be too much detail, but I was wondering if many players might have problems finding the two settings pages for Kaptain's. Maybe you might want add a few lines to the upper left saying how to bring up the settings pages. Something like: At the Space Center, click the upper right Pause Button or press Esc to bring up the Game Paused menu. Click on its Settings button to bring up the Settings menu. Click on its Difficulty Options button to bring up the Game Difficulty window. Click on either the Kaptain's Log or Kaptain's Log 2 to access those 2 pages. But that does seem long to fit in. Hmmm. I really like how the columns on the Intro window match those on the 2 pages of Kaptain's Log in the KSP settings. Except for one case. The tabs on Kaptain's Log 2 go Event Pause Settings, Event Capture Settings, Event Screenshot Settings. The last 3 tabs on the Intro window have the same 3 columns, except they go Event Capture Settings, Event Pause Settings, Event Screenshot Settings, with the first 2 swapped around. On the intro window Overview, the text describing the Second Page also swaps around Event Capture and Event Pause. Thought you'd like to know.
  11. I like the Intro Window and was studying it to help better understand how to set up Kaptain's. But I closed it to check something. Then couldn't figure out how to bring it back short of exitting KSP and restarting. Going all the way out to the inital KSP menu and then back into a game didn't bring it back. Is there a way to do this without restarting KSP?
  12. @ManeTI, @Vanamonde, @Dman979, it's happened again. When I clicked a like button, the button went blue but my name didn't show up. Reloading the page showed the like wasn't registered. I'm assuming this is due to hitting the 25-likes-per-24-hours limit. The previous major revision of forum software reported hitting this limit to the forum member. If at all reasonably possible, I would like this current forum software to be adjusted to do the same and not mark the entry to some degree as it the action was accepted. I think it's an appropriate UI measure to let a forum member know when the action they just did was rejected for a legitimate reason. However, I can understand if this isn't reasonably possible or will take time.
  13. Who can tell? You've not provided any description or logs, so no one knows the version of KSP you're running, what mods you have, or any of the other myriad factors that would affect this. Personally, I've seen a lot of glitches in passing or in detail, but I've not seen one that can create what appears to be a river near KSC. Can't even be sure of that, considering it's only one screenshot. You didn't even couch your reply considering what @CommanderSmith said in his post: So, as @Galileo as linked, also linked in the red-lettered last line of my signature, I suggest you read the post linked there about how you should properly report an issue so that people can help you. If you don't, there's nothing we can do.
  14. @DMagic, I was using Celestial Body Science Editor, trying to reduce some Science Param's to a minimal value, to effectively zero them. I know that the values can't be zeroed without issue, but at least for KSP 1.0, they could be set as low as 0.000000001F. However, with the modlet, setting values lower than 0.1 via the in-game UI get set to 0.1. If I use a MM script like this: then the values become 1. Can you modify the modlet to allow for lower Science Param's, to an effectively zero value?
  15. @Teilnehmer, I think both of your choices on numbers are a good idea. I can understand to some degree using a float behind the scenes for trim, but it needs to be converted for display, either into a sliding indicator or an integer scale. And making the sign the same on yaw and steering trim is an intelligent adjustment too (though why Squad made them different in the first place...).
  16. Hey guys, I have some interest in Soundtrack Editor, so I was following this topic. I also want to get going on making my own .dll's for KSP and all this discussion here is fantastic. Really appreciate it all.
  17. And it's working again for me. But as the forums are in the UK, and the server is likely on UTC, it could be a new day and 25 more like's, of which I've used 1. If it's a durable issue, it'll be back and others will see it too.
  18. Ping @ManeTI! Was liking some posts and noticed that when I clicked on the thumbs-up icon, it got the blue hi-light with a black 'x' to the upper right, but my name didn't show up in the list of forum members who liked the post. Reloaded the page and found that my like hadn't been recorded, with the thumbs-up icon still greyed out and my name not on the post's list of who liked it. So like's are failing silently. I may have already given out the max number (still 25?) of like's today, but I'm getting no feedback indicating that.
  19. This part appears to be available in the version of Kerbal Historical Institute I mention here, with a current working link to the mod on Curse.
  20. Both of the original post's download links don't work. The Kerbalstuff site is long gone and the Curse link is broken. Here is a working link to the Kerbal Historical Institution mod on Curse. Has KHI v3.4, its last version, for KSP 1.0.5. Just downloaded it today. https://kerbal.curseforge.com/projects/kerbal-historical-institute-presents-original-ksp?gameCategorySlug=ksp-mods&projectID=225324
  21. 50 !?! 50 !?! Young whippersnapper, I'd say! Best of luck getting things done with Aviation Lights then.
  22. I'm in a similar position. I know MM patching really well and am working on Contract Configurator scripting. Haven't touched modelling/texturing yet. I know a lot about coding, but I don't know C#'s IDE's and setting up and using one for Unity+KSP. Kind of a steep learning curve from what I can see.
  23. Try taking a look at @Snark's IndicatorLights and @IgorZ's Surface Mounted Stock-Alike Lights to see if there's something that will work for Aviation Lights.
  24. I know about DeadSkins, but I've just not switched to them to keep things simple; I'll have to check them out soon. You could coordinate with @MOARdV, who's maintaining the original Aviation Lights. I think an improvement with better skins and reduced parts count would be welcomed by all, especially if they could be incorporated back into the original mod. I've used Aviation Lights for years and I'll just fix or rebuild for any improvements.
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