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Everything posted by JPLRepo
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No I haven't heard of that one, no one before you has reported it and it doesn't happen for me. Please post a log, maybe your craft file and I'll take a look. Instructions for supplying logs are linked in the OP. Read the OP. People who can't be bothered to read the OP, I can't be bothered to help. Help me to help you.
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I am working on the settings for the engines. Yes the Ranger engines airbreathing mode needs some tweaks. I am currently working on re-balancing it's ISP, thrust, air, fuel, etc. With care you can fly it... even in it's current state. Have you tried the craft file download I have set-up? It's available as a separate zip download in the OP. If the engine is staging on launch something else is wrong. Please supply a log file and I will take a look to ensure you don't have some other issue going on in your install. (instructions and link in the OP). No it's not? It's available in the staging like any other engine and won't activate until you stage (spoacebar) the vessel. As KSP 1.1.3 is due out next week (tm)? (Fingers crossed, as per the DevNotes and announcements) I won't be releasing any update until after that.
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LMGTFY - amazing tool that...
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Yep already looked at that too.
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I already tried that out for my IONRCS mod. But the effect is way too big for RCS. I then modified my partmodule code to scale it down, but it's limited what you can do.. and I didn't like it... so I scrapped it (never released it). It's on my to-do list but my conclusion was the only other option is to a new custom fx and use smokescreen. Happy to be told there's another way though.
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Fantastic @Deimos Rast. But - I am still thinking a third item on top of the water and XenonGas. Water and XenonGas can be found in atmosphere and in oceans. (check out the CRP configs). I like the addition of Ore for turbo mode. Need to see these numbers in testing though to confirm the times and roughly times to harvest the inputs as well. What do others think?
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If guiActive and active and guiActiveUncommand are all true it should be available and work in flight regardless of whether the command pod/vessel is controllable or not. If guiActive and active are true and guiActiveUncommand is false then the vessel must be controllable. In the Editor you just need guiActiveEditor and active to be true. So did you try with all three set to active? If you did then I'm not sure why it's not working. It should.
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Ok, so 5glykerol should take about a day I think, we have to think about balance with life support mods. it should be hot, and need say a large radiator to keep things going. a scientist, yes. reuse stock models and perhaps the USI and KPBS ones. yes nah.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Ok thanks. I think the discovery logic needs some improvement. I'll definitely look into it for the next version. -
@Deimos Rast I'm also about to pass out... so will answer you in the morning.
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@Denko666 @Dafni I'll look into the Ranger performance again. Squad have said 1.1.3 will contain a bunch of fixes, so let's hope hey! Fingers Crossed! @Greythorn032 I'm not sure how to answer your question. It's one of those how long is a piece of string scenarios. If you have only been doing it a week, then keep learning and trying. Check the Add-On Development sub-forum, there is also a sub-sub-forum on Modelling in there.
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@Deimos Rast - yes you can harvest atmospheres. So have we arrived at a concencus yet? Supporting two modes in a converter is also possible. So you could have more than one recipe with different input/output ratios (Ie.efficiencies). Freezing however would require Glykerol. So the output must always be Glykerol. that kind of precludes @Itsdavyjones suggestion of using varying amounts of EC based on what was used to freeze the kerbal. (besides also then having to remember how they were frozen). I think the easiest approach would be perhaps two recipes that are of roughly equal difficulty (one recipe would be better). A stock ISRU unit could be re-configured to include support for a Glykerol Recipe, plus any other mods who have them can also add support for the Glykerol Recipe. I'm not thinking of creating a DeepFreeze ISRU part, simplly using the stock one, and any other mod can also support the recipe.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
I need to double check. On initial inspection I thought they were. Quite possibly, but you have given virtually no information for me to provide you with any real assistance. What game mode are you playing? (Career?) Is your Tracking station level 2 or 3? A log file might provide some valuable information if you are getting some errors in your log. (See the OP section called Support:). -
Supplying a log would be my first tip.
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Hmm yeah thought that might happen with the integrated docking port. Fix one problem (blocked hatch) and create another. I'll take a look but my guess is a part (the ranger with the integrated port is one part) can only have one control from here. So I will probably just have to remove the rear one, but I'll see what else, if anything, can be done.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Working on it. Currently it only works with the mipmaps that exist for each body. Have to see if I can procedurally generate them or work on the various settings or an overlay. Of course it has to be efficient as well. -
Celestial Body Mapping
JPLRepo replied to TheEpicSquared's topic in KSP1 Suggestions & Development Discussion
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See the tab in unity editor that says "console" next to your parts list tab at the bottom half of the editor. Click that
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I think it is only applied to vessels in flight so I don't think the VAB reports are wrong it's just not included in the editor.
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I think it is used. Change it to a value > 0. Launch a vessel with crew in it , check the vessel mass using MJ or KER. EVA kerbal and switch back to the vessel. Check the mass again.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
You are right... that was for testing... I need to work on the details and settings. Unfortunately there is no easy way to blur the clouds using the methods I am currently using. So I might have to re-think it or come up with something else to deal with clouds. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
JPLRepo replied to TriggerAu's topic in KSP1 Mod Releases
Your github link in this post actually links to an old release... (it's the little things that always get ya) For others just check you are getting 2.8 if you use the github link above.