Blipman17
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Everything posted by Blipman17
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[old thread] Trajectories : atmospheric predictions
Blipman17 replied to Youen's topic in KSP1 Mod Releases
What about doing the calculation on a separate Thread? It would release the load of calculating trajectories of the game. -
Hello, I'm making a DMP server for KSP. but for the simple fact of being able to see eachother's craft anyone on the server needs thesame parts. Not everyone likes thesame parts, some people still want to use only stock, or only stock + KW rocketry and such. So I thought, what if I use modulemanager to make those parts disappear, (setting their category to -1). But i can't get it working. If anyone would be so kind to look at my modulemanager .cfg file, that would be awsome. //noParts//making added parts disappear since 2014. //delete an entry to make parts re-appear //b9 aerospace @PART [*]:HAS[@author = bac9] { @category = -1 } //spaceX @PART [*]:HAS[@author = Lazarus Luan,!name=FalconLowerGear] { @category=-1 } //proceduralwings @PART [*]:HAS[@author=DYJ] { @category = -1 } //proceduralfairings @PART [*]:HAS[@author=e-dog] { @category=-1 } //tracks mod @PART [*]:HAS[@author=Electronicfox || EndlesWaves] { @category=-1 } //realshutes @PART [*]:HAS[@author=stupid_chris, sumghai] { @category=-1 } //spaceplane plus @PART [*]:HAS[@author=Porkjet] { @category=-1 } also, is there a way to edit all .cfg's in a given folder, with or without it's subfolders? If not, Feauture request? would be a verry simple way of making sure all new versions of a certain mod will still be patched with your patch. grtz, Blip
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and does this work on a lamp server?
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just a question, how much internet does this take on a day basis with about 3 or 4 people online at one time? given that the build aregare crafts and do average stuff? and how much load is it on the computer? do you need a dedicated computer?
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Blipman17 replied to erendrake's topic in KSP1 Mod Releases
just a quick question, I want to make my veicle turn gradually depending on its current height but cant figure out how to "steer" using the wiki. My formula would be 90-(90/0.1*(APOAPSIS/1000)) to get the yaw in degrees relative to up. I would like to use this as a facing after 10000m. but I don't understand how to fill them in. can someone please help me? -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
Blipman17 replied to Unit327's topic in KSP1 Mod Development
I made a simple batchfile containing the following @echo off start "" ".\kspServer" start "" ".\kspClient" exit the kspServer and kspClient are two shortcuts you have to make yourself, pointing to your ksp Server and Client. if you would add --Windowed to those, it should work borderles, (not verified) it is still not a fix to open the client on the second window. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
Blipman17 replied to sarbian's topic in KSP1 Mod Development
Hello, after install I'm having the strange issue that I can't press any button in the Esc menu after I have docket or pressed [ or ]. The only thing to do for me then is to alt + F4 out of KSP. Could you help me please? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Blipman17 replied to ethernet's topic in KSP1 Mod Releases
installed it wrongly, going to reïnstall it tomorrow. -
[1.12.x] Kerbulator: use your own math!
Blipman17 replied to wmvanvliet's topic in KSP1 Mod Releases
like I said, "verry quick look." -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Blipman17 replied to ethernet's topic in KSP1 Mod Releases
Ehh, no I didn't. I changed it to "basicRocketry", I will try start today. Also, would you make better install instructions? I couldn't easily figure out in what map i should have dumped everything. (Eventually I got it.) Debug screen shows your science experiments with everything it needs as far as i know. but ksp doesn't present them on the VAB. What version of modulemanager does your mod need? edit: I did try start today, didn't help. not on a new careerworld or a sandbox world. but how do you handle the experiments different than the lab modules? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Blipman17 replied to ethernet's topic in KSP1 Mod Releases
editing a part his tech tree position doesn't help, at least as far as I tried. if you know a way to bypass the techtree, would you make a fix for that then please? -
[1.12.x] Kerbulator: use your own math!
Blipman17 replied to wmvanvliet's topic in KSP1 Mod Releases
I'm cerainly going to, but first getting of highschool for the next two weeks, then starting to mess around with Java more. after a verry quick visit on github i found this. KSPDIR := C:/Program\ Files\ \(x86\)/Steam/SteamApps/common/Kerbal\ Space\ Program isn't it better to just get the place of the running ksp process and work from there? if you don't, kerbulator won't operate correctly when you install ksp not in the steam folder. -
[1.12.x] Kerbulator: use your own math!
Blipman17 replied to wmvanvliet's topic in KSP1 Mod Releases
I was asking you because I can't do it myself. But I understand that you dont want to build a programming language into it. Still gonna try it. -
[1.12.x] Kerbulator: use your own math!
Blipman17 replied to wmvanvliet's topic in KSP1 Mod Releases
Do you know lua? Or luaJ? It would be awsome if it could work in there. Computercraft implemented luaJ succesfully in minecraft. I guess that it wouldn't be that difficult to do thesame with KSP. Just redirect the imput of your program to a file, execute that file with Lua runtime environment and return everything to ksp. Would be awsome!