Kolago
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KSP2 Release Notes
Everything posted by Kolago
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Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Kolago replied to qfeys's topic in KSP1 Mod Releases
Where can I find the source code for 1.4? -
[WIN] KSP to DDS texture converter
Kolago replied to Lilleman's topic in KSP1 Tools and Applications
New exception: //HaystackContinued, looks for a png file (hard-coded) HaystackContinued\icons -
[WIN] KSP to DDS texture converter
Kolago replied to Lilleman's topic in KSP1 Tools and Applications
Next exception: //Action Groups Extended, looks for a png file (hard-coded) Diazo\AGExt -
[WIN] KSP to DDS texture converter
Kolago replied to Lilleman's topic in KSP1 Tools and Applications
New exception: //Throttle Controlled Avionics, looks for a png file (hard-coded) ThrottleControlledAvionics -
[WIN] KSP to DDS texture converter
Kolago replied to Lilleman's topic in KSP1 Tools and Applications
Action Groups Extended has some hard-coded png files and spams the log file with NullReferenceException. AGXEd EditorLoadFromNode Fail 10b System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGXEditor.EditorLoadFromNode () [0x00000] in <filename unknown>:0 for ModsExceptions.txt: //Action Groups Extended, looks for a png file (hard-coded) Diazo\AGExt -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Kolago replied to RoverDude's topic in KSP1 Mod Releases
This Torch Drive is insane! I love it! -
[DEVTHREAD] Deep Space Exploration Vessels
Kolago replied to Angelo Kerman's topic in KSP1 Mod Development
Quick CFG file for modularFuelTanks/ProceduralParts integration: RESOURCE_DEFINITION { name = FusionPellets density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true cost = 15 } @TANK_DEFINITION[Default]:NEEDS[modularFuelTanks] { TANK { name = FusionPellets amount = 0.0 maxAmount = 0.0 } } density = 0.001 is from water and comes near the WB-1700 mass/volume ratio. -
[DEVTHREAD] Deep Space Exploration Vessels
Kolago replied to Angelo Kerman's topic in KSP1 Mod Development
The FusionPellets don't flow from the FusionPellets tank (WB-1700) to the Supernova. Is this by design or a bug? Maybe you can use the Open Resource System (ORS) for your tanks and engine resources. -
By the way... what about an reactor/engine that uses water, split it to hydrogen and oxygen and than fuse the hydrogen into helium using the energy to split more hydrogen and oxygen and accelerate with the remaining helium and oxygen as a support mass. Ok... far future... wrong thread...
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My basic idea was to use water for storage of LOX and LH in a more compact form and no boil of. Than convert it with electricity into LOX and LH before using it as a propellant in my space ship.
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Thats right, but I like to collect parts from here and there for cool space ships. For RF, RSS and RO the FTT engines specs must be changed with MM.
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Umbra Space Industries - (Roadmap and WIPs)
Kolago replied to RoverDude's topic in KSP1 Mod Development
Yea, I stumbled over different density and unitCost in the configs. We know that Liquid Hydrogen's density is 70.85 kg/m3 in the real world. So your density of 0.0004 is for game balance in stock KSP. But for users of RSS, RF and RO it makes no sense. At the end we have to MM config the parts for that purpose. GameData\RealFuels\Resources\ResourcesFuel.cfg RESOURCE_DEFINITION { name = LqdHydrogen density = 0.00007085 unitCost = 0.00018421 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True } GameData\CommunityResourcePack\CommonResources.cfg RESOURCE_DEFINITION { name = LiquidHydrogen // General propellant, used for high thrust electric engines density = 0.0004 unitCost = 0.5 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } -
Yea, the parts are from USI FTT. Maybe an MM config in can replace the hydrogen resources in FTT tanks and engines and thats it.
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Umbra Space Industries - (Roadmap and WIPs)
Kolago replied to RoverDude's topic in KSP1 Mod Development
Why are the FTT parts with "LiquidHydrogen"? In RealFuels we have "LqdHydrogen" already. This is annoying because we can't use some engines and tanks that are supposed to take Liquid Hydrogen together. -
I am a bit confused. I have two types of Liquid Hydrogen in the game and engines burning the first or the second type. GameData\RealFuels\Resources\ResourcesFuel.cfg RESOURCE_DEFINITION { name = LqdHydrogen density = 0.00007085 unitCost = 0.00018421 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True } GameData\CommunityResourcePack\CommonResources.cfg RESOURCE_DEFINITION { name = LiquidHydrogen // General propellant, used for high thrust electric engines density = 0.0004 unitCost = 0.5 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } I like to convert one into the other, but this module uses up LqdHydrogen but doesn't put out any LiquidHydrogen. Whats my error? MODULE { name = USI_Converter converterName = Hydrogen Converter conversionRate = 5 inputResources = LqdHydrogen, 0.0219907427 outputResources = LiquidHydrogen, 0.0219907427 }
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[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
Click on the Logo under LitaAlto's post and you will see! -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
What about make only a top mode and a left node for these parts? node_stack_top = node_stack_left = -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
The hub should support the a 3.75m parts like the KW Rocketry "3.75m Adapter Docking Ring" for the up and down direction. The prototypes are looking good! -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
The connection between the USA, Europe an Japan module's are done with the CBM (common berthing mechanism). http://en.wikipedia.org/wiki/Common_berthing_mechanism If you google for "common berthing mechanism" you get a lot of reference pictures. There are active and passive CBMs. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Kolago replied to shaw's topic in KSP1 Mod Releases
Hmmm, KSP-AVC tells me there is a 1.8 version of this mod. But still 1.7.3 here and on the download page. -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
Yea, that what I had in mind! -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Kolago replied to CaptainKipard's topic in KSP1 Mod Development
I love to see a 6 Port X hub (no up and down) and a 8 Port hub (6 Port X hub with up and down). In addition L-Bends with 30, 45 and 60 degree bends.