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KSP2 Release Notes
Everything posted by micha
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I've made a re-release of Kip's docking ports (both the Non-Androgynous and Universal ones) in a new mod : Kip Docking Ports. Details in the forum thread. @B-STRK The license allows pretty much anything, except commercialisation with the only other condition being that you attribute the original work. Adding new sizes (with proper models) would require either the original model files, or reverse-engineering the models though.
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Initial release is live. Bug reports and balancing suggestions welcome. Unfortunately I don't have the original model files so I can't tweak those. I've reduced the cost of most of the ports from the original mods as they were rather eye-watering (not sure if KSP has nerfed part costs since 2015..) The ports still work well (please note the Non-Androgynous ports are very sensitive to correct orientation!) and look great. Many thanks to @CaptainKipardfor creating them in the first place! Enjoy!
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Version 1.0 - Released 2021-07-05 Compatible with KSP 1.12.x (For earlier KSP version, use KIP Docking Ports v0.x) [ ] NOTICE TO KDP USERS This is a re-release of @CaptainKipard's docking ports mods, Non-Androgynous Docking Ports and Universal Docking Ports. Original forum thread. ABOUT Kip Docking Ports is a small parts pack comprising 2 non-androgynous ("gendered") docking ports for the 1.25m stack, available slightly earlier in the tech-tree, and a set of universal docking ports useful for orbital construction tugs, which are available slightly later. PICTURES AND VIDEOS Imgure Album : https://imgur.com/a/5kLsVao 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 Simply download the archive and extract the contents of the "GameData" folder into your KSP's "GameData" directory. Mod Recommendations Connected Living Spaces - the docking ports contain CLS configurations. Docking Port Alignment Indicator - a sophisticated docking display usable from both IVA and external view making docking much easier. 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. v1.0 - 2021-07-05 made the active and passive ports lighter by about half. added rotation to the universal docking ports (requires KSP V1.12 onwards) added a staging icon to all docking ports added cargo definition to all parts (requires KSP v1.11 onwards) CONTRIBUTORS @CaptainKipard - the original author LICENSE This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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No logs, no details, no support. Sorry. We're not mind readers. Please see the linked post for good issue reporting protocol for modded installs. @NavyFish: can you link this on the OP please? Just an FYI, save early, save often (Ctrl-F5) and backup your save-game folder regularly. Can almost always recover a crashed save.
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Where are patched conics?
micha replied to Joe Kerbal's topic in KSP1 Gameplay Questions and Tutorials
You'll now see your projected trajectory in the Map view as you execute burns. To actually plan manoeuvrers you also have to upgrade the Mission Center. When you adjust manouver nodes you'll now see the projected trajectory change. -
(1.9x) Space Frontier Technologies(SFT)Looking for testers!
micha replied to Outsoldier's topic in KSP1 Mod Releases
Build a test article showing all the parts and take a screen shot. Here's an example: https://imgur.com/a/nLqSL Also, adding a bit more information about what the mod is/does in the first post might be helpful. Such as what stack sizes the parts are for and what's unique about them compared to other parts (the latter might be answered with a picture..) Congrats on your mod -
Unfortunately that is well past the free beta stage of the game, so unless you can download it from an official source (ie, Squad homepage or Steam), acquiring it by other means is technically piracy. As far as getting it to run if you do manage to get hold of it though, have you considered running the Linux version instead? I just tried (brand new fresh install) in Debian 10 and it works just fine. Alternatively, have you looked in the logs to see _why_ it might be crashing/hanging? For future reference, should ALWAYS backup or archive something before futzing around with it.
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The trick, I'm guessing, is volume-to-weight ratio. It's "easy" to make strong enough tanks, as you said, humanity has some experience with that by now.
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[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
micha replied to micha's topic in KSP1 Mod Releases
v6.0.1.0 is live. Highlights: can now hire kerbals from the roster window (costs units) enhanced editing of kerbals (change "veteran" flag and set suit if Making History is installed) can detect broken Kerbals and offers a button to fix them various highlighting and crew transfer fixes -
No, it's literally not possible due to the way the core of the physics engine works in this game. It would require a major rewrite. Maybe KSP2 will fix this, but I doubt it as it would make the logic a LOT more difficult as you'd need to figure out ways to stop physics effects from propagating around in circles in self-amplifying loops.
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[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
micha replied to micha's topic in KSP1 Mod Releases
@schlosratSo Kerbals with an "Unknown" type actually prevent the game from loading at all. But the case where "Applicant" Kerbals are "Assigned" to a ship can be fixed. Question to all: Should SM automagically fix broken Kerbals, or provide a GUI to do so? I've coded it into the Roster List for now, but just wondering whether this should just happen in the background. -
[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
micha replied to micha's topic in KSP1 Mod Releases
It's pretty convoluted; I'm not 100% sure on the logic. But basically it traverses the parts tree and breaks it into separate virtual vessels whenever it finds a docking node which is docked to another docking node. Docking nodes which were connected together at launch (ie, in the VAB) are special. Do you have a specific issue with one of your craft? -
Please note that this is the Development Thread. I'll post betas here or discuss development of the mod here. If you just want to play with the mod, please see the Release Thread. The current release version as of this posting is NEOS 0.9.1 for KSP 1.9.1 (but should be compatible with KSP 1.8 onwards).
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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
Thanks! And I know. Tweaking code is quick, updating the KSPaedia takes a lot of time. Especially since I need to get the new Unity and work out how to use it. Likely the procedure to make KSPaedia entries has changed too. So figured fixing the actual bugs was more important for now than updating the documents. I've got a major UI change in the works for which all the docs need updating again anyway... I'm happy someone actually looked at the KSPaedia though! Seems it wasn't all wasted time As for HGR SoyJuice, possibly. I really ought to have a look and see what, if any, other Soyuz mods are available. It's a real shame that Making History only added a Vostok analogue, but not the Soyuz which is the far more important spacecraft historically. And you don't get fairings to launch either the Vostok nor the Sputnik analogues at the start of the game when you actually might use them so they are pretty much useless anyway. Bit of a shame. But I guess growing up in America (the continent, not the country) means being more familiar with the US space program and hence the heavy influence it had on the game. Still, a shame that that hasn't been fixed in the meantime. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Just as a hint, instead of editing config files for mods, use ModuleManager - that way when you update your mods, your personal changes won't be overwritten. Can you please share your proposed values with me and/or comment on my new ones? -
That would run automatically as part of a CKAN update? That's actually something which would be nice to have - pre/post scripts when installing/updating mods. Possibly. Or parts moving from a researched node to an unresearched node. Could potentially cause all sorts of issues. Hmm, I didn't Squad move some parts around at some point? I wonder how they handled this.
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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
Release 0.9.1; various fixes including the reported issue with Kemnini on SoyJuice pods. Also significantly nerfed all science output from this mod. -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
micha replied to micha's topic in KSP1 Mod Releases
Thanks, I had a look and IMHO the Luciole is too small. As for the BumbleBee, the experiments won't work without a crew to run them. It's easy enough for you to add a MooduleManager patch yourself if you want the Luciole pod to have experiments; just copy one of the existing configs. -
So I'm wanting to move some parts around the Tech Tree in one of my mods, but this means that for existing save-games, those parts will end up in the tech tree multiple times (in the original position and in the new position). Not entirely sure why Squad decided to save the tech tree as part of the save game, but anyway... Does anybody know of a way to "clean" an existing save game to reflect the updated tech tree (without manually editing it)?
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[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
micha replied to micha's topic in KSP1 Mod Releases
Hi schlosrat, Sorry, not 100% sure what you're asking here -a bug report against SM, a feature request for SM, or both?