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Everything posted by Enceos
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@pellinor Thank you for keeping up and working this awesome mod. It means so much to the community! And devs as well I've been reading reddit today, and I'm bringing in some love from there.
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If not the MFT tank types, Nertea has made such an elegant config to scan all the fuel tanks in the game and tweak them... @PART [*]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!MODULE[InterstellarFuelSwitch]] { %LF = #$RESOURCE[LiquidFuel]/maxAmount$ %OX = #$RESOURCE[Oxidizer]/maxAmount$ %totalCap = #$RESOURCE[LiquidFuel]/maxAmount$ @totalCap += #$RESOURCE[Oxidizer]/maxAmount$ %onlyLH2 = #$totalCap$ @onlyLH2 *= 5.5 %mixLH2 = #$onlyLH2$ @mixLH2 /= 1.1 %mixOX = #$onlyLH2$ @mixOX -= #$mixLH2$ %tempVar = 0 %dryCost = 0 @dryCost = #$cost$ %LFCost = 0 %OXCost = 0 %LH2Cost = 0 %mixLH2Cost = 0 %mixLFCost = 0 // compute cost of stock tank fuel @tempVar = #$RESOURCE[LiquidFuel]/maxAmount$ @tempVar *= 0.8 @mixLFCost += #$tempVar$ @tempVar = #$RESOURCE[Oxidizer]/maxAmount$ @tempVar *= 0.18 @mixLFCost += #$tempVar$ @dryCost -= #$mixLFCost$ @cost -= #$mixLFCost$ // Cost LF only @tempVar = #$totalCap$ @tempVar *= 0.8 @LFCost += #$tempVar$ // Cost OX only @tempVar = #$totalCap$ @tempVar *= 0.18 @OXCost += #$tempVar$ // Cost LH2 only @tempVar = #$onlyLH2$ @tempVar *= 0.03675 @LH2Cost += #$tempVar$ // Cost mix @tempVar = #$mixLH2$ @tempVar *= 0.03675 @mixLH2Cost += #$tempVar$ @tempVar = #$mixOX$ @tempVar *= 0.18 @mixLH2Cost += #$tempVar$ @tempVar = 0 MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel,Oxidizer;LqdHydrogen,Oxidizer;LiquidFuel;Oxidizer;LqdHydrogen resourceAmounts = #$../LF$,$../OX$;$../mixLH2$,$../mixOX$;$../totalCap$;$../totalCap$;$../onlyLH2$ tankCost = #$../mixLFCost$;$../mixLH2Cost$;$../LFCost$;$../OXCost$;$../LH2Cost$ displayCurrentTankCost = true hasGUI = true showInfo = true availableInFlight = false availableInEditor = true basePartMass = #$../mass$ tankMass = 0;0;0;0;0 } !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} }
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This link has everything you need: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
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@MachXXV Have you considered any possibility to add a "Focus View" feature to the editor? Like the "Numpad ." key in Blender. By pressing which the camera will zoom into the selected part and any subsequent camera rotation will revolve around the part in focus. KSP editor allows you to select individual parts when in offset and other modes...
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Enceos replied to Claw's topic in KSP1 Mod Releases
These tweaks to the stock Fairings are awesome! Yet community wants clamshell type so badly. http://forum.kerbalspaceprogram.com/threads/115867-Proper-Fairings-ASAP Maxmaps has said on reddit: We'll add the option to divide them in two panels after release. Since they produce debris that is not actually persistent, we are okay with leaving the very flashy, rather kerbal method alone for now. -
[1.0] Cooldown: A Community Discussion of Heat Management
Enceos replied to Angelo Kerman's topic in KSP1 Mod Development
@NathanKell, I've got some questions bugging my mind. What is the boiling point and the critical temperature of Ablator in KSP? Why heating of the shield never stops at a certain temperature until Ablator runs out? Also I don't understand why Squad gave to heatshields 3400 maxTemp. I've not been able to burn them off under any dire circumstances (like 10km/s Jool reentry). And even if we don't burn them off, the ModuleAblator gotta increase conductivity of heat shields when they run out of the resource. There's currently no punishment for having a shield with zero Ablator. -
[WIP] Nert's Dev Thread - Current: various updates
Enceos replied to Nertea's topic in KSP1 Mod Development
Have taken a look at DDS4KSP tool by Lilleman? It does what it should with some options to tweak, although it doesn't generate mipmaps if the original texture doesn't have them. The original thread here. Only textures used by parts need conversion. Toolbar icons and other stuff is usually hardcoded and should be left as is. -
@YANFRET you definitely make the most gorgeous stuff out there Your parts are truly a thing to behold and admire. It would be awesome if your parts will also have realistic temperature attributes. There's a guide we've compiled just in case. Love what you're doing ♫
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[Guide] New temperature rules for parts in 1.0 (1.0.2 updates)
Enceos replied to Enceos's topic in KSP1 Mod Development
Updated the rule of thumb, cause many modders still feel that their parts gotta be more durable. But in the end they never explode during reentry. -
New Heat System causes memory leak
Enceos replied to teraflops's topic in KSP1 Suggestions & Development Discussion
That's normal, you gotta shadow your engines from the sun, cause they absorb heat faster than other parts. And try to position your craft to be as less sunlit as possible. You'll temperatures dropping. That's what you would do in real life when lacking dedicated radiators. -
KAS is MM dependent while KIS is standalone.
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[Guide] New temperature rules for parts in 1.0 (1.0.2 updates)
Enceos replied to Enceos's topic in KSP1 Mod Development
Added a deeper explanation for heatProduction to the OP. Thanks again to NathanKell. -
New Heat System causes memory leak
Enceos replied to teraflops's topic in KSP1 Suggestions & Development Discussion
My log with the same heating crash just in case output_log.txt -
@Yemo the building upgrades are there, in KSP API there are commands to return building levels for mods, KSP 1.0 even exposed GameVariables which stores stock values related to the building levels. We need a dedicated plugin to make these things changeable by configs. FlowerChild is delving into it more than any other modder. Aerodynamics and thermodynamics are an experiment for Squad, I'm not putting my hopes there. I'm really hyped for nuFAR and Deadly Reentry, these people know what they do.
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This is a wrong thread to ask gameplay questions unrelated to the mod. Please refer to Gameplay Questions and Tutorials. That being said, I don't know why your fuel cells overheat while internal heat generation is disabled for them by default.
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Or use the brilliant KIS mod to slap that docking port on.
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- usi
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Try bringing ladders and put your Kerbal on them before attaching other parts.
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Maybe we could include such configs into an Extras folder or an optional download package for people who would like to use these features without delving into the RPM configs?
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Enceos replied to nightingale's topic in KSP1 Mod Releases
Zeta, why don't you ever read the OP of the thread thoroughly? It clearly states this: @nightingale The tourist loader is so cool â¤, the first time I loaded a tourist I was like "where the heck is he? another bug?" and then I heard a sound of someone crawling on the ladder and then opening the hatch and voila! So lovely :3- 699 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
Airbrakes in their essence don't have enough dragging area to decelerate the vehicle as fast as chutes do. You can confirm this visually.- 5,919 replies
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[Guide] New temperature rules for parts in 1.0 (1.0.2 updates)
Enceos replied to Enceos's topic in KSP1 Mod Development
TempExt includes the heat shockwave from deceleration. The 4° K in vacuum is defined by spaceTemperature = 4 in physics.cfg -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Enceos replied to Porkjet's topic in KSP1 Mod Releases
I'm still concerned about current thermodynamics of engines. Why does high thermal mass of engines make them overheat faster? It quite an unrealistic behavior. -
@MOARdV I've been dancing with the steerable camera handler and it turned out awesome: Not many people tweak MFDs that come with RPM, why not make this feature by default it's so useful? The global button is still the switch between cameras, here's the code I used: PAGE { name = extcam1 button = buttonR7 text = External Camera 1 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ExtCam1 fovLimits = 30,60 zoomRate = 40 zoomIn = 7 zoomOut = 8 yawLimits = -45,45 yawRate = 50 pitchLimits = 45,-45 pitchRate = 50 yawLeft = 6 yawRight = 5 pitchUp = 0 pitchDown = 1 seekHome = 4 } } I changed camera numbers for each page. One problem is that I haven't figured out a way to make the "no signal" screen when there's no cam for that page. A also made some reverse cameras by offsetting them.
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Thank you very much for consolidating the part changes. I would only add a link to the Temeprature guide for parts in 1.0 just in case. And maybe there are other guides out there for isp curves, heatshields, drag profiles etc.