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Everything posted by Papa_Joe
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I seemed to recall this part and went searching for it when this issue came up. I forgot the name of the mod and could not find it. Thanks so much for locating it for me! I'm against reinventing the wheel when possible, and an existing part would be awesome. I'll check it out and integrate it as appropriate. The heat component is for electrical dumping, so that will be a different animal.
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OMICRON - Flying Space Car Development Thread
Papa_Joe replied to Climberfx's topic in KSP1 Mod Development
Your work has definitely improved my friend. looking forward to this -
Just did some research and testing. I can now disable the Stock Crew Transfer completely. The crew transfer button will not appear in the part action dialog at all if Enable Stock Crew Transfers is set to off. I will be releasing a point update tomorrow with this new feature fully implemented. The release Today, only partially implemented it.. Thanks for the update! yes
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Release: release v 1.2.2.0 * New: Refactored Stock Crew Transfer Handler to use new KSP 1.1.3 events to pre-empt the transfer if disallowd by CLS. Enjoy. -
Release: Version 5.1.1.0 - Release 07 Jul, 2016 - KSP 1.1.3 Compatibility Edition. - Fixed: NulRef errror with DeepFreeze installed and a frozen kerbal in RosterListViewer. - Fixed: (maybe) Window display issues during launch and stage separation, explosion of ship. - New: SM window can now be displayed in IVA and in Map mode. - New: Added logging to output.log. this will make the output.log more useful for troubleshooting. Captures all log entries, verbose or not. - New: Refactored Highlighting to clean up FPS issue. Now causes significantly less impact to frame rate. - New: Refactored Stock Crew Transfer Beahavior. When override is on, changes to KSP 1.1.3 now allow capturing transfer before it occurs. - New: Added a switch to disable Stock Crew Transfers in general. Found in SM Settings WIndow, under Realism. Enjoy. Also a little tidbit. I found a part property crewTransferAvailable. if this is set to false, you can disable the transfer buttons on the part action dialog. However, it does not work in all cases. For example, the lander can still shows the transfer button. I will be investigating this further, but I've included a check for this value when setting Enable Stock Crew Transfers off in the Settings window, under Realism.
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Papa_Joe replied to Papa_Joe's topic in KSP1 Mod Releases
Just an update. I will be release a new version of SM and CLS later today. testing is complete, so packaging an upload is all that remains. I will post more after my workday (Day job) is complete. -
I disagree. an "engine" implies some sort of combustion or reaction imparting a greater thrust component than the flow rate of the material itself. I would liken this to more of a vent. there would be thrust based on the mass of the resource, the size of the vent orifice, and the flow rate out of the vessel, but no reaction, and it would be fixed and not vary. Think of like "urine" dumps or leaking o2 tanks on apollo...
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When I first considered dumps in realism mode, I "assumed" that any venting would be a zero sum thrust component. you would vent from opposite sides and the net would be zero. so I "fudged it" if you will. There are discussion in this thread concerning that if you care to research back about 6 months or so I think. But, for the sake of "purity", I probably should create a part to allow "real" dumping. and allow for heat generation as well, so that there is a reason for heat dissipation.
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From a realism point of view, that would be exactly right. You can't just short the batteries to ground, you would burn them up and your vessel too. Discharging across a resistor grid will generate heat, so you have to discharge at some rate to prevent overheating. So, electric charge follows the same "rules" as other resources, and is dumped at a flow rate. Turn off realism and Electric Charge is instantly dumped.
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Mass Kerbal Transfer/EVA
Papa_Joe replied to b0ss's topic in KSP1 Suggestions & Development Discussion
Indeed, that was such a suggestion made by a few users of ship manifest. I actually have most of the code already in place to accomplish that from an earlier refactor resource management. JPL repo is right. We had discussed it via Skype for a little while, so I'm actually at work on that. So please direct your suggestions over in the SM thread -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Papa_Joe replied to pizzaoverhead's topic in KSP1 Mod Releases
Nice discovery! a definite must add to my mod list -
[1.10.x] LoadingTipsPlus (V1.98) 17th Oct 2020
Papa_Joe replied to JPLRepo's topic in KSP1 Mod Releases
Yup, last I checked, he did -
[1.10.x] LoadingTipsPlus (V1.98) 17th Oct 2020
Papa_Joe replied to JPLRepo's topic in KSP1 Mod Releases
Gratz on the release @JPLRepo. I was thrilled to be talking with you when the inspriation hit you. Well done.