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KSP2 Release Notes
Everything posted by micha
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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
No just that the science results shown after the experiment has been run are customised for various bodies and biomes, primarily Kerbin, Mun, and Minmus, instead of just having one or two result strings. -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
reserved2 -
[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
micha replied to micha's topic in KSP1 Mod Releases
Some information on the LADEE mission (thanks to @masTerTorch for compiling it, copied from his original thread). NASA mission website: http://www.nasa.gov/mission_pages/ladee/main/ LDEX instrument animation: LADEE press conference: LADEE launch: LADEE mission in detail: -
Version 2.0.2 - Released 2021-07-05 Compatible with KSP 1.11 - 1.12.x (Use KDex versions 1.x for KSP 1.3 - KSP 1.10) [ ] NOTICES TO KDEX USERS @masTerTorch no longer has time for this excellent little mod at the moment, so he has given me permission to maintain it until such time as he can resume operations. Original Thread Translations: Kerbal Dust Experiment is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Use the "feature/nextgen" branch on GitHub. Done: [Deutsch] [Español] [Русский] In Progress: Remaining: [中文] [日本語] [Português] [Italiano] [Français] ABOUT The Kerbal Dust Experiment (KDEX) by @masTerTorch is a replica of LADEEs LDEX instrument. It comes with an animated model and tons of results. Inspired by the NASA mission LADEE. The objective of LADEE was to investigate the mysteries of the lunar atmosphere and the question of levitated lunar dust. It carried a scientific instrument called the Lunar Dust Experiment (LDEX). This instrument was an impact ionization dust detector. In this way it was possible to measure the density of dust particles. Kerbals are known for impacts and collisions and since 0.22 they do science. KDEX combines impacts and science. This part is giving you the opportunity to do more science. Doing science the Kerbal way! CONTENT One new model. (KDEX - Can be unlocked in the tech tree. Node: Space Exploration) Lots of results for the new experiment. DOWNLOADS Current Version: v2.0.2 GitHub SpaceDock CurseForge CHANGELOG PREVIEW This mod got featured by @Kottabos on his YouTube Channel on 2017-11-24! Watch it here. VAB Results For more information on LADEE and LDEX see next post. Please share your thoughts. I probably have to do some balancing, so let me know your opinions. Also I am not a native speaker, if you encounter any mistakes in the description or in the results, let me know. (<- PM) If you have ideas for new results pm me. For science! LICENSE KDEX by masTerTorch is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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KSP 1.3.1 Crashing
micha replied to MacGregor's topic in KSP1 Technical Support (PC, modded installs)
Try running it with no mods at all - if it runs, it's a mod. If it still crashes, try reinstalling (could be corrupt download). If it still crashes after that, raise a bug report. There was a change to the way the settings screens work with mods, so any mod written pre-1.3.1 which injects anything into the game settings causes the game to crash on startup until it's been updated. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Question to all you mod-users: do you think it makes sense to continue to have this mod collection split up the way it is, or would you prefer it to be released as a single mod? From a gamers perspective it consists of Kemini, KEES, and OMS/KLS as three distinct sets of orbital experiments. From a developers perspective it also consists of the plugin and some shared parts/data. The original idea for splitting it up was partially to allow people to only install the part they would be interested in to avoid cluttering up the VAB/Tech Tree with unused parts but also to be more friendly for low-bandwidth users, especially if an update or patch only affects part of the collection. However, in practice, every component has been updated and re-released whenever something got changed to ensure consistency. This would make it a little bit easier for new releases as well as removing spam from AVC and CKAN. Thoughts, comments, suggestions? EDIT: Just as an aside, the individual release packs have been downloaded about 30 times each, whereas the complete pack was downloaded over 1150 times.. that's nearly a 40:1 ratio! -
Question to all you mod-users: do you think it makes sense to continue to have this mod collection split up the way it is, or would you prefer it to be released as a single mod? From a gamers perspective it consists of Kemini, KEES, and OMS/KLS as three distinct sets of orbital experiments. From a developers perspective it also consists of the plugin and some shared parts/data. The original idea for splitting it up was partially to allow people to only install the part they would be interested in to avoid cluttering up the VAB/Tech Tree with unused parts but also to be more friendly for low-bandwidth users, especially if an update or patch only affects part of the collection. However, in practice, every component has been updated and re-released whenever something got changed to ensure consistency. This would make it a little bit easier for new releases as well as removing spam from AVC and CKAN. Thoughts, comments, suggestions? EDIT: Just as an aside, the individual release packs have been downloaded about 30 times each, whereas the complete pack was downloaded over 1150 times.. that's nearly a 40:1 ratio!
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Developers are damned if they do, damned if they don't. The entire ED forum is constantly ablaze trying to get the Devs there to release smaller updates more often to fix bugs or add their particular must-have gameplay tweak. At least KSP, being a single-player offline, non-DRM game allows people to update, or not, as they please.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
micha replied to Orionkermin's topic in KSP1 Mod Releases
Hmm, 2 posts earlier I wrote this: "As per someone else's suggestion, I've also created a new release thread for the mod. " So supported, yes, much activity, no. (I'm not a graphic designer, I can support the configuration, but not the models, especially since I don't have access to the original data files). -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
@Z-Key Aerospace I think I know what @strudo76 means now. The NEOS experiments are only location-aware (space-low, space-high, etc), not biome-specific. So if X-science stops warp every time the -biome- changes then yes that is something I should try to stop. Can you provide an example of how to fix that, and is it something I need to do to NEOS, or something you would need to do to X-science? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
??? What if you want to use x science to timewarp for kees though? Or is there something I'm missing here. As in, is there an actual bug or issue, or is it just an inconvenirence for your particular playing style? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Hmm, thought I fixed the localisation bug. Regardless - what's the issue with the experiments showing up in X-science? I mean, that's what X-science is for... -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Already been in progress; will have to catch up with the CKAN guys to see what needs doing. Will have a look; I also use [x] Science and never had an issue, but perhaps I have the notifications turned off. It's been ages since I actually had time to play . Thanks for helping out; I can certainly add the proposed MM config. -
@DGShannon : I haven't played with the adapter myself, but based on @Orionkermin's posts, I'd say the idea is to surface-attach batteries and suchlike to the interior of the adapter. I have no idea what the best 1.875m pack is, not having played with that size myself, however there is @Orionkermin "Home Grown Rockets" pack, which, I believe, is being updated and re-released for KSP1.3 as well, if it hasn't been already. I'm not a modeller and I don't have the source files for the parts, so any modifications are out-of-scope at present. If anybody wants to reverse-engineer any parts and add functionality as suggested, I'll be more than happy to include any new parts for this mod, suitably acknowledged, but the basic idea of the repackage was just to ensure the configurations are kept up-to-date for new versions of KSP and that the mod is given some well-deserved exposure.
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Eh, no hard feelings mate But for the record, it's Mee-sha (well, that's the closest I can come with english anyway, not quite there but close enough). Also, I can't take any credit at all for the parts - they are all @Orionkermin's creation, I've merely updated the package for KSP1.3.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
micha replied to Orionkermin's topic in KSP1 Mod Releases
Ok, v1.3.1 is up, which has the Extras integrated as well as most of Deimos Rast's tweaks and fixes. For changes supporting other mods I've kept the MM patches, the rest are integrated into the part configurations. As per someone else's suggestion, I've also created a new release thread for the mod. -
Image by Omega482 & Saybur Stuff Version 1.3.7 - Released 2020-12-27 Compatible with KSP 1.11.x - 1.12.x (v1.3.5 is compatible with older versions of KSP) [ ] NOTICE TO CORVUS USERS This is the community continuation of @Orionkermin's fantastic 2-Kerbal Corvus Command Pod for a Size-1 (1.25m) launch stack (with adapter for the optional Size-1.5 (1.875m) launch stack). Translations: Corvus CF is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Done: [Deutsch] [Español] Remaining: [Русский] [中文] [日本語] [Português] [Italiano] [Français] GitHub: Please see the feature/localisation Branch for current localisation work. Effort: ~23 lines / 400 words ABOUT Corvus is a small parts pack based around a 1.25m two-seat capsule. It has been made to be a "Kerbalized" interpretation of Gemini and features a unique IVA. Included in the pack is an appropriately themed parachute/ docking port combo, a service module which features a monoprop generator, a heatshield, a slimline decoupler, and a small in-line monopropellant engine. It also contains an adapter featuring storage space and integrated decoupler to the non-standard but popular 1.875m size. PICTURES AND VIDEOS Imgur album link: http://imgur.com/a/nLqSL Fantastic review by @Kottabos on YouTube here. DOWNLOADS via CKAN - automatic updates and dependencies (recommended) GitHub - always the latest release. Also access to the source code, pre-releases, the bug-tracker, and the Wiki. Spacedock Curseforge Installation Instructions Download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. The Corvus Mod contains the following 2 folders for "GameData": Corvus - the mod itself HGR - a sub-set of the Home-Grown Rockets mod (also by OrionKermin) required for the IVA. Mod Recommendations Home Grown Rockets adds a complementary set of 1.875m parts, originally by @Orionkermin and currently maintained by @Kerbas_ad_astra. Animated Decouplers to have the Corvus Adapter shield its contents when using the Stock Aero. SUPPORT No logs, no support. Unless it's a feature-request, of course.. If you find a problem, try to reproduce it first with NO OTHER MODS installed. If the problem goes away, please try to identify which mod is causing the problem. If possible, please raise the issue on GitHub. CHANGELOG The full changelog is here. v1.3.7 Marked compatible with KSP1.12. Tweaked capsule slightly increased price decreased crash tolerance increased science storage range CONTRIBUTORS @Orionkermin - original author @Deimos Rast - many tweaks and fixes @fitiales - spanish translation LICENSE Corvus by @Orionkermin with Community Fixes by many is licensed under the Attribution-ShareAlike 4.0 license.
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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
You can transport KEES experiments in any KIS-compatible container, you don't need the PEC. You can transmit the results, but if you're wanting to recover the science or complete the missions you need to return the "finalized" experiments. -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
micha replied to Orionkermin's topic in KSP1 Mod Releases
A part-mod pretty much consisting of a single part? -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
micha replied to Orionkermin's topic in KSP1 Mod Releases
Sorry, been pretty busy IRL. A bit unsure about integrating the CorvusExtras into Corvus itself as for most people they won't actually be useful. One is an adapter to the non-standard 1.875m size, the other just a reskinned tank. Might make more sense to add them to HGR? I see now why these parts were released separately. What do people think? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Thanks; fixed. (The two experiments actually share the same description apart from the name..)