-
Posts
2,128 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Enceos
-
Imagine that they're hollow But I agree with you, I made the weight numbers low just because of the weight restriction of KIS. It would be a major hassle to gather 10 Kerbals around to move a single tile.
- 149 replies
-
- procedural
- hacks
-
(and 1 more)
Tagged with:
-
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Enceos replied to TriggerAu's topic in KSP1 Mod Releases
It works for me when I enter an interval of 40 to 60 days and then pick out the 50 day flight with mouse. TWP wasn't designed for a single day time interval calculation. By algorhitm first number must always be lower than the last. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Enceos replied to TriggerAu's topic in KSP1 Mod Releases
Why do you use "Time of Flight" from 50 to 50 days? -
SRB Thrust Curves
Enceos replied to CodeFantastic's topic in KSP1 Suggestions & Development Discussion
There's one, but you can't change the stock thrust curve in the game, only via configs. -
Make the Kerbal in IVA invisible
Enceos replied to Scientia1423's topic in KSP1 Suggestions & Development Discussion
Simply an oversight from the QA team while porting KSP to the new Unity version. Many things had to be redone, this one was overlooked. -
SRB Thrust Curves
Enceos replied to CodeFantastic's topic in KSP1 Suggestions & Development Discussion
They're stock now. But no stock parts have them at the moment. Here are the patches I use to enable them: +PART[sepMotor1]:Final { @name = delayedRetro @title = Sepratron I-D @description = Same as the Sepratron I but with a delayed fuse. @MODULE[ModuleEngines*] { %useThrustCurve = true thrustCurve { key = 0.00 0.01 key = 0.05 1.00 0 0 key = 0.93 1.00 0 0 key = 0.98 0.10 0 0 key = 1.00 0.10 } } } @PART[*]:HAS[@RESOURCE[SolidFuel]] { @MODULE[ModuleEngine*] { %useThrustCurve = true %thrustCurve { key = 0 0.01 8.032298 1.11047 key = 0.01342202 0.07843862 1.11047 0.2269303 key = 0.01526241 0.7107602 1.799464 1.591762 key = 0.2355173 0.8904908 0.1987092 0.1987092 key = 0.3413242 0.7365882 -2.900315 -2.900315 key = 0.4019614 0.7171836 0.4377778 0.5915467 key = 0.7633486 0.9773242 0.407829 0.407829 key = 1 1 } } } -
Make the Kerbal in IVA invisible
Enceos replied to Scientia1423's topic in KSP1 Suggestions & Development Discussion
The head was hidden in KSP versions before 1.1 -
Beautiful! How wrong? I'm having hard time imagining your request, would you please provide a pic of what you have in mind.
- 149 replies
-
- procedural
- hacks
-
(and 1 more)
Tagged with:
-
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Enceos replied to ObiVanDamme's topic in KSP1 Mod Releases
@brusura AFAIK OSE Workshop works only when the builder craft is loaded. There's no background processing. You can use timewarp to speed up the process. -
!equipSkill = anything --> deletes this line from the part config
-
"Null" is still a requirement, there are no kerbals with "null" skills. Tried and that didn't work for me, had to delete the line.
-
@Calvin_Maclure Actually delete that line altogether. I used to have this MM patch for KIS: @PART[KIS_wrench]:AFTER[KIS] { @MODULE[ModuleKISItemAttachTool] { !equipSkill = RepairSkill %attachMaxMass = 0.1 // Looks like this line is redundant, KIS no longer supports mass restrictions for tools. } }
-
@Trevisan Actually the fastest way to solve this problem is to detach these ports via KIS and place them into a KIS container. They will reset their settings and be ready for reattaching and docking. If the station docking port is a root part you can hover over its first child part and cut it from the docking port via "H" button. It will become a parent part and the docking port will come off, ready for grabbing.
- 238 replies
-
- sfs
- save file editor
-
(and 1 more)
Tagged with:
-
You put it in ther inventory. Kerbals can carry big items on their back only if those items have a KIS module in their config, take a look at the EVA Propellant and Container configs.
-
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Enceos replied to TriggerAu's topic in KSP1 Mod Releases
Hi @TriggerAu, remember our talk about the PluginData folder on Github? :3 All your mods need that change. -
Make KSPedia accessible online/downloadable
Enceos replied to pandaman's topic in KSP1 Suggestions & Development Discussion
The editor will code and compile it for you, you just edit the contents visually. -
Make KSPedia accessible online/downloadable
Enceos replied to pandaman's topic in KSP1 Suggestions & Development Discussion
The links I gave you require "adding pics and links to your forum posts" level of "coding" skillz -
What new parts should they add?
Enceos replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
When I introduced my friend to KSP he immediately wanted to make a Falcon 9 in this game. After some time spent in the VAB he was very disappointed about the available landing legs and the absense of grid fins. I believe many newcomers to KSP would like to repeat the achevments of SpaceX in the game. It will require some fiddling and an inquisitive mind to find out that they'll need mods for that, people whose first game became KSP won't even have this word in their dictionary. -
Make KSPedia accessible online/downloadable
Enceos replied to pandaman's topic in KSP1 Suggestions & Development Discussion
As hard as typing text and adding pictures in a Microsoft Word. -
Mission Name vs Vessel Name
Enceos replied to Aperture Science Employee's topic in KSP1 Suggestions & Development Discussion
Mission name is something I'm badly missing in KSP. -
Make KSPedia accessible online/downloadable
Enceos replied to pandaman's topic in KSP1 Suggestions & Development Discussion
@ZooNamedGames @Pronoes http://codewithchris.com/how-to-make-iphone-apps-with-no-programming-experience/ http://www.appypie.com/iphone-app-builder -
What new parts should they add?
Enceos replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
Bigger landing legs and gridfins. Every SpaceX fan would love to be able to repeat the achievments of this rising space company in KSP. Wide base landing legs. similar to the ones on Philae spacecraft, but retractable. -
Better Craft Browsing
Enceos replied to BirdehBox's topic in KSP1 Suggestions & Development Discussion
I made a request on the tracker when 1.1 was still in prerelease. I hope it was noted. http://bugs.kerbalspaceprogram.com/issues/8578 -
I do use strategies frequently, but only from the Strategia mod. They're very thought out and rewarding. Quite fun to play with.