klikkolee
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Everything posted by klikkolee
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I am noticing that in ckan, "raster prop monitor core" is unable to install correctly. the url that ckan tries to download from gets an error 404. I tried manually installing, but while autodetect did find "raster prop monitor" it did not find "raster prop monitor core"
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[0.90] KSP Interstellar port maintance thread
klikkolee replied to Boris-Barboris's topic in KSP1 Mod Development
I installed kspi into a fresh ksp folder using ckan and get the part inflating. here is the log when using the link on the front page, it works dandily. it appears that the ckan version needs an update. the ckan version also features malfunctioning atmospheric intakes. they don't do any intaking while the front page version does. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
klikkolee replied to bac9's topic in KSP1 Mod Releases
that won't work for all circumstances. the adapter makes a module a little bit longer. I need the "universal" (which I think has a name that doesn't reflect it) to be a little bit shorter or a lot longer check the link I just added to my post.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
klikkolee replied to bac9's topic in KSP1 Mod Releases
I am comparing parts in b9 to other parts in b9. particularly the length of thehx1, hx2 and hx4 when compared to their width. there doesn't seem to by any sane ratio between these two values. I said "one" in quotation marks since the part naming in the hx series seemed to be based around how many hx1 cross sections fir into a particular part's cross section. here is an example of why these lengths are odd and why he adapter can't fix everything: https://www.dropbox.com/s/d3zbdqxeyw7o7zo/stairstep.png?dl=0- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
klikkolee replied to bac9's topic in KSP1 Mod Releases
I know that works and use it, but it is a setting that really should be off by default- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
klikkolee replied to bac9's topic in KSP1 Mod Releases
this is a fantastic mod, and it makes the game much more fun, much easier, and much prettier. however, there are some things that I feel are sorely lacking from the new hx parts. sorry if you wanted suggestions in a different place than this; I couldn't find a link to such a place on the first page. here are my suggestions: an hx4 version of the structural hubs - this would make the logistics of attaching parts to the side of a ship significantly easier. connection nodes on the side of the large triangular pieces - this will also make the logistics of attaching part to the side of a ship significantly easier. parts with non-strange length - most of the parts have a length that is slightly longer than the "one" length that the different part sizes of the series are based around. an end cap for the hx2 size - I would invision it as being a scaled up version of the hx0 version in which case it (and the hx0 one) should have a connection node on the side. a cockpit - I believe there has already been talk about this, so I won't linger on it. I would also recommend that you make it so that the hollow hx4 piece cannot radially attach, since that makes it a nightmare to attach.- 4,460 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
klikkolee replied to ferram4's topic in KSP1 Mod Releases
thank you!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
klikkolee replied to ferram4's topic in KSP1 Mod Releases
do you remember what textbooks in particular they were? that would be quite helpful, since it is comparatively easy to find textbooks or their sources.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
klikkolee replied to ferram4's topic in KSP1 Mod Releases
is there a resource you can point me to that shows how the stability derivatives are calculated or at least what factors affect them in what ways? I tried search engines, but the results didn't include many of the derivatives, and they didn't say what each variable meant. I then tried to piece it together from your source code, but there was too much back-and-forth between functions for me to keep track of, and more variables that I didn't know what they represented though I wouldn't exactly expect to find definitions there.- 14,073 replies
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
that's certainly a valid way of going about weapons though it is not what I would have expected. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
I guess that is in order of "toughness"? if the issue was because of missing cfg components, wouldn't the missiles just hit but o nothing? it is your mod, so you know more about it than I do, but I wouldn't expect it to simply pass through in this case -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
it is an issue with ksp's physics engine. this can occur when you have anything hitting something at high relative velocities. if you are in atmosphere, try taking a few steps back; the bulets and missiles experience drag, and they will be less likely to malfunction at low speeds -
I tried to mod a part to have the ability to be held by kerbals. when I try to place it, I get the message "too far from source." I thought it meant "get closer," so I got closer with no effect. I then checked if the distance was based on the center of the part, so I put it directly under the center of it. is there a something I need to adjust to make this functional? is it just too big for kas to comprehend? I am using version 0.4.7. here is the code I added: MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) attachOnPart = True attachOnEva = True attachOnStatic = True }
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
are there plans for other surface to surface missiles besides the trident? it is massive. also, what are valid values for the "targetMaterial" variable and what are the differences? I have several posts because I something is making "edit" malfunction -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
thank you! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
klikkolee replied to InfiniteDice's topic in KSP1 Mod Releases
what is the difference between the different types of missile? -
the issue that we are having is that module manager will not recognize the file with the aluminum. the converter will have access to the aluminum; aluminum has the same flow mode as liquid fuel, so it can reach the part just as easily as liquid fuel. as for storage, I created a modded part to hold the aluminum.
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I picked aluminum because it is light, reasonably strong, and is likely used in real rockets. it was the most sensible of the metallic options also, what version of ksp, interstellar, and module manager are you using to test?
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I wanted to use it because aluminum is a metal, and I wanted to be able to use interstellar-based mining vessels
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the aluminum is from the interstellar mod I tried yours. it also did not work. it looked like it was just a one line version of mine
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I am not a media buff, and it is a short file, so I shall just paste it here: @PART:Final[RocketBuilder ] { MODULE { name = KethaneConverter InputRates { Aluminium= 1.742 ElectricCharge = 7.5 } OutputRatios { RocketParts = 0.9 } } RESOURCE { name = Aluminium amount = 0 maxAmount = 256 } } I have not tried yours yet because I was not sure what it does
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it still doesn't work. I also tried it without the ":Final" and it also failed.
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the purpose of the comment was that my code did not work. I cannot figure out why. your code does a module search and mine references a specific part. if two mods add two different versions of module manager, would that screw things up? due to the mechanics listed in the forum, I would doubt it.