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Everything posted by Enceos
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Yep, listen to what lo-fi says, he's the Wheels Guy and knows things. You can as well get his wheels pack, they're awesome.
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VesselView can access any part on your vessel and activate it.
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KospY is working on a Kerbal tethering method. So your kerbals can attach themselves to a part like a mountaineer to a rock. Till then your best option is to gather kerbals on ladders near the targeted location and bring that big part via a tug with a grappler, then release it when it's near and attach it with an engineer.
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The seat inventories are pockets of your kerbals, they're tied to them and can't be removed. You won't see any seat inventories in flight when there are no Kerbals in the capsule. Other Kerbals' inventories can be accessed from EVA so you don't have to take out each Kerbal to take something from his pockets. You can access all the inventories with your active Kerbal. On another hand when you stuff 10-15 Kerbals into a habitat, you don't care about their inventories. I wonder if KospY can make a module, which would hide all the inventory buttons from a crewed part's tooltip, but leave the items in Kerbals' pockets untouched.
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I made a separate config which overrides the sizes of some overestimated parts.: @PART[roverWheel1]:NEEDS[KIS] // If we assume the wheel is deflated we could totally fit four wheels in one 1m3 { MODULE { name = ModuleKISItem volumeOverride = 250 stackable = true editorItemsCategory = false } } @PART[solarPanels1|solarPanels2]:NEEDS[KIS] // Making them bigger than unshrouded panels but in the same range with NearFutureSolar panels of relatively same size { MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true editorItemsCategory = false } } @PART[dockingPort1]:NEEDS[KIS]:FOR[KIS] // Unshielded port fits, why not make the shielded fit as well { MODULE { name = ModuleKISItem volumeOverride = 800 editorItemsCategory = false } } // -- LANDERTRON -- @PART[XTL1]:NEEDS[KIS] { MODULE { name = ModuleKISItem volumeOverride = 125 stackable = false // true editorItemsCategory = false } } @PART[XTL2|XTL2B]:NEEDS[KIS] { MODULE { name = ModuleKISItem volumeOverride = 165 stackable = false // true editorItemsCategory = false } } // -- MKS -- @PART[MKS_ExpandoTube_Mini|MKS_ExpandoTube4|MKS_ExpandoTube_XL|MKS_FlexOTube]:NEEDS[KIS] // Old KAS alike values { MODULE { name = ModuleKISItem volumeOverride = 200 stackable = true editorItemsCategory = false } } @PART[MKS_ExpandoTube_Mini|MKS_ExpandoTube4|MKS_ExpandoTube_XL|MKS_FlexOTube|MKS_DockingPort|MKS_HabDome|MKS.AgModule]:NEEDS[KIS] // Old KAS alike values { MODULE { name = ModuleKISItem volumeOverride = 200 stackable = true editorItemsCategory = false } } @PART[MKS_ScanOMatic]:NEEDS[KIS] // Let Kerbals carry both sample systems at the same time: 'ScanOMatic' & 'Protalbe Karbonite Sample Kit' { MODULE { name = ModuleKISItem volumeOverride = 140 stackable = false editorItemsCategory = false } } // -- USI EXPLORATION PACK -- @PART[PackRat_MiniWheel]:NEEDS[KIS] // its smaller than the RoveMax M1 but bigger than RoveMax S2 { MODULE { name = ModuleKISItem volumeOverride = 200 stackable = true editorItemsCategory = false } } @PART[PackRat_Back|PackRat_Front]:NEEDS[KIS] // The biggest parts of the rover { MODULE { name = ModuleKISItem volumeOverride = 600 stackable = true editorItemsCategory = false } } @PART[PackRat_Chassis_Front|PackRat_Chassis_Rear]:NEEDS[KIS] // Let's you fit 1 chassis, 1 front/back part and a seat in 1m3 container. { MODULE { name = ModuleKISItem volumeOverride = 300 stackable = true editorItemsCategory = false } } @PART[PackRat_RoofRack]:NEEDS[KIS] // Disassembled it's small { MODULE { name = ModuleKISItem volumeOverride = 250 stackable = true editorItemsCategory = false } } @PART[AES_RCS]:NEEDS[KIS] // Disassembled it's small { MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true editorItemsCategory = false } } @PART[SafetyLight]:NEEDS[KIS] { MODULE { name = ModuleKISItem stackable = true } } // -- USI AMT -- @PART[REGO_MiniClaw]:NEEDS[KIS] { MODULE { name = ModuleKISItem volumeOverride = 400 stackable = true editorItemsCategory = false } } As for the storage, replace the KASModuleContainer with this code: MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = false slotsX = 5 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove }
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And it turned out to be a standalone enhancement on 99% KSP installs, cause tweaking the props is very hard for an average user. I've seen the JSIActionGroupLabelButton# being used only in he MK1 Pod and nowhere else. Cause it's really not fit for this purpose, might as well be replaced without notice. We can repurpose another stock prop for this mission. I like this button type. Here's what stock labels look like:
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Yes, Universal Storage mod was already updated with that feature. See the Hexacore part config there.
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Yeah, it would be nice to replace the current AG buttons prop with the FASA one. But since original buttons have labels (the speed LCD), I wish this feature won't be omitted. If you incorporate them - I'll be willing to update all the prop patches with them. ALCOR example: Secondly I find it a pain in the ... going through the colored buttons for SAS,RCS,Brakes,Light,Gears when they're not colored at all while switched off. I always find myself pushing the button on keyboard in the end, which spoils my IVA experience. Why not make images for those buttons? This stuff. P.S. Did you get the internal for the inline cockpit and the textures from my post on the previous page?
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Get a harpoon from KAS or use a grappling device and make a small orbital tug for your Kerbal. Harpoon the part and drag it where you want it. For massive parts I usually slap an external seat, one monoprop tank and two 5 way rcs thrusters, then I drive the part where I want.
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IVA props placement tutorial: For more information see this thread.
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I can replace buttons and switches, but the screens are embedded into the internal model of the MK3 cockpit. Plus we need a new prop in default RPM for the Action Groups. Currently its using the speed screen prop for AG buttons, which is quite ugly for this purpose. I wonder if I can borrow the B9 switches or Alexustas' Alcor buttons.
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Gorgeous! Alex, are you making those for ALCOR? @MOARdV I finished placing the props for the new inline MK1 cockpit. Config is here. It's a modified Squad file, needs renaming and a patch. I also made some DDS textures for you with nice mipmaps for the props, they zoom out softly without pixelation. https://www.dropbox.com/s/olf4ghrkn8mse2w/JSI_DDS_Textures.rar?dl=0
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If it's just placing props here and there it's not so hard. It's get harder when there's no place for the props and you have to create it yourself. I think I'll make one today.
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I'd be honored, hehe. When I have more time I'll update this config with all JSI props and rearrange stuff to make monitors bigger.
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And finally I unlocked the MK3 Shuttle Cockpit in my career mode. I noticed it doesn't have RPMs so I made a quickie for myself. I only placed 5 monitors for each kerbal. Didn't populate the ceiling (many monitors cause lag) and didn't go as far as placing action group, brakes, sas, gears, rcs buttons. Will do that if there's a strong need. Just place this file in your GameData\JSI\RPMPodPatches\PatchesStock In my opinion Porkjet has made very small monitor placeholders, for RPM usability this cockpit needs a complete rearrangement. Btw, did you know that shuttle cockpit was originally designed for 6 people? Are there any other pods which need RPM monitors? Just tell me, they're not so hard to place.
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[1.0.x] Procedural Parts Textures | Procedural KW - June 8
Enceos replied to blackheart612's topic in KSP1 Mod Releases
WE believe in you! ) -
Allista had been elaborating on this code for his Hangar mod here. But then he got busy. The problem is path-finding to avoid mountains and craters takes much processing power.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Enceos replied to Starwaster's topic in KSP1 Mod Releases
You forgot to add one more thing: In stock heat system Heat Shields are gaining temperature while still having Ablator. What in reality happens and is modeled by DRE: the ablative material carries all the heat away and heat shields never heat up while they have the resource. When heat shields are out of ablative material - they heat up and burn like any other part. That's what I like about DRE, because in stock system player is never punished for having zero Ablator. It can as well be dumped from shields to get rid of excess mass, and shields will still work. + Stock shields have maxTemp out of this world, which is 3400, that temperature can't be reached under any dire circumstances (like 10km/s reentry), unless you're blowing a torch directly on your shield.- 5,919 replies
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@AlbertKermin I looked at your KIS configs, and found some mistakes. After correcting them all and retesting in game I'll give them to you. I think about 12 hours from now. What Apollo13 describes is a simple collider issue, KospY was dealing with another problem. I wouldn't bother redoing the colliders.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Enceos replied to Starwaster's topic in KSP1 Mod Releases
@Starwaster Also, did you note that below 28km alt temperature starts dropping even while the speed is above 2200m/s? One more thing, since DRE tweaks down maxTemps, it should also tweak down the heatProduction of Sepratrons and Vernor engines (at least Squad ones). Currently if 6 sepratrons are blowing on a fuel tank for more than 1.5 sec, fuel tank explodes.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Enceos replied to Starwaster's topic in KSP1 Mod Releases
Are you sure you were testing it with default values of KSP 1.0.2 in Physics.cfg? I changed some values there now, and it still has a huge impact on reentry temperatures. -- update -- Also, did you note that below 28km alt temperature starts dropping? One more thing, since DRE tweaks down maxTemps, it should also tweak down the heatProduction of Sepratrons and Vernor engines (at least Squad ones). Currently if 6 sepratrons are blowing on a fuel tank for more than 1.5 sec, fuel tank explodes.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Enceos replied to Starwaster's topic in KSP1 Mod Releases
Are you familiar with Kelvin temperature scale? 300°K would be 27°C or 80°F. That's a room temperature basically. You're perfectly right. Squad has introduced a reddish glow for hot parts.- 5,919 replies
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