Pretender6
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@Movado It also could be another light source thats leaking inside, like an old bug involving slapping Mechjeb AR202 case onto the side of the Pod or a retractable ladder stored under the exit door You should test this in Sandbox mode, use only the ALCOR pod and slap on 2 RCS thrusters, infinte RCS fuel and going off planet, perferably on the night side, as the launchpad sometimes provide illuminaton?, Quicker if using HyperEdit. If MechJeb is the case, and you can not go withouth MJ, you could use a Embeddded config, which automaticlly equips any ALCOR pods with their own MechJeb, lowers the part count t @Alluvia Good chances that the Module Manager is the culprit in your case, remove JSI and module manager and get the latest file, at time of writing its RasterPropMonitor.0.19.2.1 as even apparently there can be multiple variants of the same named Module Manager dll from different sources
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Thank you! While its nice for RolePlayer to have latency for realism, for me its a bit to slow. Flicker was just reminding me of asking the question i had on my mind, somewhere
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Any way to make the latency rate to none by default? each time i got to reset it manually, like to know if there is a config setting i can change to accomplish this?
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Pretender6 replied to KospY's topic in KSP1 Mod Releases
There is a mod for that... -
Not for me
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I got a Embedded.cfg,in which i borrow Module from other mods into the Alcor Pod, withouth messing around within the ALCOR mod itself, this allows DPAI inside ALCOR, or atleast for my installation @PROP[ALCORMFD60x30] { MODULE[RasterPropMonitor] { PAGE { button = button_A name = KSF_NAV_HSI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_MLS method = DrawMLS buttonClickMethod = ButtonProcessor btnPrevRwy = 6 btnNextRwy = 5 btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { name = DPAI button = button_A PAGEHANDLER { name = DPAI_RPM method = getPageText buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 multiHandler = true } BACKGROUNDHANDLER { name = DPAI_RPM method = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod multiHandler = true } } } } @PART[ALCOR_LanderCapsule] { MODULE { name = MechJebCore } MODULE { name = ModuleCommand minimumCrew = 0 } MODULE { name = kOSProcessor diskSpace = 100000 } MODULE { name = ModuleSPU IsRTCommandStation = true } MODULE { name = ModuleRTAntennaPassive OmniRange = 70000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data storageRange = 2 allowRepeatedSubjects = True } //MODULE //{ // name = TTNeverUnload //Use this to set your own unload values, if you feel it neccesary. // enabledunload = 1000 //} MODULE { name = FlightEngineer } MODULE { name = BuildEngineer } MODULE { name = relayIFF setIFF = red }
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I must admit that the large reason for pushing this idea is to create a Thunderbird-2 or MKIV similair design with dropped Pods that can be recollected if needed, and of course easy editing the Pods content with its dimensions visually displayed, meaning if nothing is colliding outside the pod, then its ok to load or to unload. As i see it the whole point of a Hangar is to reduce part lag, and during flight a ship carrring a "pod" would not render any parts that stored within? and when deployed the Pod becomes a seperate entity vessel which after DropVessel taken off, have alot less to render/load Which comes into another question i would like to ask, Can hangars put in larger hangars and to how often can that be done before it would crash or lag at any rate? You could also see it as variation of another way of representing the hangar concept, like you got already some inline hangars, inflateable hangars, ground hangars, astroid hangars, starport hangers. And like the fairing hangar, this could be another "disposable" hangar which potentially can be recovered, also it would give a "stocklike" preset to start with, and a Prefabriacted model of a Pod would always fit the inline hanger construct EDIT: Another point of view is that a Pod would theoraticlly always fit and because its a "stock" size players could make a multi use vessel with switch able cargo even in-world
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Is it possible to make a 2 part "Thunderbird 2"-Pod-like system? A empty inline Framework, when no pod is stored is rendered empty but when pod is stored, it is rendered with a hull Prefabricated hollow Pod, which can open/close by itself by which players can customize its contents to their content This presents a more visual representation of what can or can not be stored within a Pod and Hanger. I have PM the author of the MKIV Space plane about this some time ago withouth response, because he?/she? did some model work resembling the ThunderBird 2 vehicle but withouth the whole Pod feature as an empty hull While i am no modder/modeler by hobby nor trade, i think this code could be reapplied to this concept, seeing the only a visual change depening on the value of having a stored content of the Hangar, as well as an Prefab Pod as a starting point of said content
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Nevermind found it in the in-game menus
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I would like to change the resource from the HeavyRecycler.cfgfrom Metal to RocketParts, and i thought i had it with this: MODULE { name = HangarSwitchableTank TankType = RocketParts CurrentResource = RocketParts Volume = 2 } But it gave the error that it could not recognize Rocketparts, or is this hardcoded into MKS?
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I guess this is a real-life discussion of the SpaceX Grasshopper and SSTO, but you may find the following link interesting
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What is the best way to add a function to a currently unused switch at the switch board, pilot seat upper left side?? like maybe a switch to turn on the terminal window from kOS with ToggleTerminal command? or another module function like a inbuilt RemoteRech2 with a omni attenna but limited range and SPU capability to talk to vehicle at very close range?
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For variations for the Critter Crawler, when actived a "insect-like" Grabbing Claw, or a when deactivated a low profile "shield" with the legs wrapped up/around. I'm using the ALCOR mod, which the stock shielded dock works almost perfectly, bit to high profile, but as this moment of writing, you cant open the docking shield in VAB/SPB, so i got either use a normal docking port or make 2 vessels and cheat anti grav to combine them, or a complex launching arm platform
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Actually you are not wrong, this is exactly the way i would have phrased it, if i took the time to do so, but yeah. But yeah i am currently looking for a sleek normal? sized docking port that fits a perfectly with the ALCOR And currently i trying, in my own way, to a Single Stage Orbit Vertical Lift-Off&Landing with the ALCOR as its Core Using the horizontal side for structure and resources while using top&bottom for Crew transfer