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Everything posted by micha
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
micha replied to UomoCapra's topic in KSP1 Discussion
Or, alternatively, have those niche uses ship with a set of ModuleManager scripts and ModuleManager to tweak the parts to legacy values. Very simple and doesn't stop the game from moving forward as a whole. This appears to be appropriate: https://xkcd.com/1172/- 243 replies
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- release notes
- room to maneuver
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[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
And it also seems to be fine with 1.7.0. *pfew* I only just started dusting off the projects for 1.6, and now 1.7 is out only a few weeks later! -
In lieu of finding any issues (@Zah and @ssd21345's reports notwithstanding) I've marked Corvus as compatible with 1.6.x and 1.7. Any reproducible issues please do let me know, also, if there needs to be a balance pass over any of the parts (I don't play very much at the moment) please tell me what should be changed and why. Cheers, and fly safe!
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Love this! I know this is a question a lot of mod makers dislike, but, any chance of adding to CKAN? And/or (if you're not interested in doing it yourself), any concerns about someone else providing the relevant metadata? Reason: I'd like to make it a dependency for NEOS.
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
micha replied to UomoCapra's topic in KSP1 Discussion
Congrats on the update! Looking forward to trying it out.. and then updating mods lol. I only just got finished for 1.6! At least I'm back in the workflow I guess.. No; or at least, not unless there is some sort of a progression to build it. Ie, needing to complete a mission sequence to do so (land on the Mun, prospect suitable site, and either ferry materials there or perform ISRU before it gets constructed). Makes no sense to have a launch site on other bodies when the early game has you trying to reach orbit first. But it would be pretty neat to be able to build new launch-sites as part of planetary bases.- 243 replies
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- release notes
- room to maneuver
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
micha replied to TriggerAu's topic in KSP1 Mod Releases
First of all resource consumption of a function/button that is not used is pretty much nothing. But while it may be a "no brainer" to remove obsolete functionality, to do so takes time and effort, especially if it involves GUI work. And depending on how the feature was coded in in the first place removing it may or may not have unforeseen impacts into other parts of the code base. It's not as simple as taking a hammer and pulling that unused picture hook out of the wall. So considering it sounds like you can't be bothered to learn enough to make the change and create a pull request yourself, your statement did sound a bit like a demand. -
Forum : Possible to filter sections from "Activity"?
micha replied to micha's topic in Kerbal Network
"creating a custom activity stream" - This seems to have done the trick, thanks! Missed that bit - I was searching under my profile for some way to customise things. -
Hi, Is it possible to filter certain parts of the forum out of the "Activity" list? For example, I have zero interest in the "Forum Games" section and don't want the constant silly number games etc posts from spamming my Activity feed. Is it possible to filter that out? I haven't found a way to do so. Thanks
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
I only edited the title after the question - I had updated the dev thread but forgot this one. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
I haven't comprehensively tested but things seem to be working. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Ah yes, even though the PC effectively was a KIS container, KEES contracts would look specifically for that part and no other KIS containers when returning experiments. I fixed that quite a long time ago now though. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
KAS has not been a requirement for a very long time now.. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
I believe the first version of KEES did not use KIS, hence the custom carrier. These days the KEES PC is just a KIS container, there's no need whatsoever to use it if your Craft has alternative KIS storage (you can even "cheat" and cram the KEES parts under your pilots' seat...) Thanks go to @N3h3mia for creating it; I'm just holding the torch until his return -
I have a problem with docking
micha replied to Zeb Kerman's topic in KSP1 Gameplay Questions and Tutorials
Docking Port Alignment Indicator ftw. -
Ah, apologies, you do turn it off just before/after first contact. Orange circle is your alignment to the target docking port. The orange tick is your rotational alignment to the target docking port. Only useful for pedants who like everything nice and neat; it can be ignored really. Personally I like it at the "north" position. Yellow symbol is your current heading (changes whether you are approaching or departing relative to the target port). Green lines are your "horizontal" lateral velocity relative to the target docking port. They will turn red if you are facing away from the docking port instead of towards it. On final approach. the orange circle and yellow circle should both be bang on the centre crosshair. The green lines should be lined up on the horizontal and vertical axes respectively. If you're still having trouble, how about sharing your save to see if anybody else can see what's wrong? (Assuming it's not too heavily modded..) EDIT: So basically, looking at your video again, you still have a fair bit of lateral motion before you touch the docking port. With a heavy ship that might be too much momentum for the ports to overcome and thus prevent capture.
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:-D It's awesome, but if you want to disable it, either don't play today, set your computer clock to another date, or recompile ModuleManager yourself.. I can't remember whether or not there's a hidden config setting somewhere to disable it.
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[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
micha replied to nightingale's topic in KSP1 Mod Releases
G'day @nightingale, While testing something for one of my users for NEOS, I noticed that when your Contract Pack is installed, it duplicates contracts when the "Cheat" menu is used to try to clear/regenerate contracts. Not really important for normal gaming but perhaps something to look into when you have some spare (hah!) time.- 470 replies
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- contract configurator
- contract pack
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Eh, turns out I added support for US2 some time ago; have just submitted an update to NetKAN. -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
Marked as compatible with KSP1.6.x. Enjoy -
Thanks for the answers @Mecripp and @strudo76, sorry for my slow reply. Yes, the original KEES was written using KAS, a long long time ago. Since then KAS has changed significantly and split into KIS and KAS. @Fergrim These days KEES just relies on KIS, and "the white part" is just a KIS container. You can use any KIS container for KEES these days, even the space under the seats in the capsule! Please read the KIS Manual for details on how to use the current version. An overview of how to use KEES can be found in the in-game KSPedia.
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Yeah, this is on my longer-term todo list of things to figure out but to be really useful it would also require more modularity for the equipment. Currently lab equipment is hard-coded into a slot in each lab. But I'd also like to be able to swap out equipment in the future, especially if eventually more equipment becomes available. So noted here: https://github.com/mwerle/OrbitalMaterialScience/issues/36 As for adding new equipment/experiments, I'd love that, but it would need people who can model (I can't) to contribute.