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Posts posted by ThreePounds
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1 minute ago, Poodmund said:
JadeofMaar wrote the majority of the flavour text in the mod and, afterwards as a group, we reviewed most of it to make sure it was coherent.
He did a great job with the descriptions. If you find any areas that may be hard to read, have spelling mistakes or grammatical errors please let us know.
I can look out for those. I am never sure if I am looking at something where I am missing an obvious reference or my English is simply inadequate. For example:
Quote#LOC_GPP_KerbalismGeiger_EtaSrfLanded = Geiger is chill. Eta is as chill while landed as while space.
#LOC_GPP_KerbalismGeiger_IotaInSpaceLow = It continues to appear very safe in Iotian space. Prepare the shovels. Droops Candy is clearly safe to eat.
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Working through the localization of this mod, I notice that the flavour text for the science definitions was done with great passion. They are genuinely entertaining and a joy to translate. Who's responsible for them? Well done, sir.
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@DMagic Rover Science Continued is now available in German! Once the pull request is approved and German is added to the base game that is. ~
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@Aelfhe1m I translated this awesome mod into German. The PR is already on GitHub.
Keep in mind that this translation will remain inaccessible to the end user until squad gets around to adding German as an officially supported language - something they've just recently confirmed.
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@DMagic I've just finished the German translation for Action Group Manager and currently awaiting approval of my pull request. PatchManager is already translated as well. I also finished almost all of Nertea's mods - you find the full list a few posts above.
Maybe you can update the OP to reflect that?
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I added a German translation for this awesome mod! Keep in mind that this translation will remain inaccessible to the end user until squad gets around to adding German as an officially supported language - something they've just recently confirmed.
The corresponding pull request is already up on GitHub.
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19 minutes ago, DAL59 said:
Does this work in 1.2.2? Any similar mods for 1.2.2?
No. But you don't need a mod as it's part of stock now. Either edit the tech tree by hand or, preferably, use MM to make yourself a patch.
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1 hour ago, linecrafter said:
Does delta-v map have a mistake? It says that capture burn for Thalia is ~1,200 ms of dV but in game it's like ~2,500 ms dV.
That's indeed strange. Just to make sure you're not seeing ghosts, I calculated an average looking transfer using KSPTOT and here is what It gives me as a first estimate:
--------------------------------------------------------------------------------------------------------- Porkchop Plot Results - 18-Sep-2017 19:33:28 -------------------------------------------- Optimal Gael Departure: Year 1, Day 60 04:56:21.066 (1292181.0662 sec UT) Optimal Thalia Arrival: Year 1, Day 192 04:22:57.223 (4141377.2228 sec UT) Transfer Duration: 131 Days 05:26:36.157 Departure + Arrival Delta-V: 3.9384 km/s ---------------------------------------------------------------------------------------------------------
I estimate the departure burn to be on the order of 1,500 m/s so the capture burn is somewhere around 2,500 m/s. This of course isn't entirely accurate but I would have to start actually designing a proper trajectory and that takes some time. I suspect there really is something wrong with the dV map. I ran the optimizer again, this time only looking at the Arrival Delta-V and I still couldn't get a transfer with less than 2km/s.
--------------------------------------------------------------------------------------------------------- Porkchop Plot Results - 18-Sep-2017 19:37:31 -------------------------------------------- Optimal Gael Departure: Year 1, Day 273 03:52:59.763 (5889179.7627 sec UT) Optimal Thalia Arrival: Year 1, Day 423 02:19:51.788 (9123591.7878 sec UT) Transfer Duration: 149 Days 04:26:52.025 Arrival Delta-V Only: 2.0703 km/s ---------------------------------------------------------------------------------------------------------
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7 minutes ago, OhioBob said:
In fact, the equation he gives is how we computed the solar fluxes.
One day you'll realize that I am just an alternative account of one of you developers or a really good spy, making use of my talent to spy on open source game modification developers for god knows what reason. Back to the cave I go!
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24 minutes ago, Yakvi said:
I wonder how it scales with 10.6x rescale.
It has no effect. Consider the following mock up formula to estimate the power from a solar panel with a set distance to Ciro:
Power Percentage = 100% * ( Gaels Distance from Ciro / Distance from Ciro)^2
From this you can cleary see that if you were to add a rescale factor to both those values, they'd cancel inside the fraction and you'd be left with exactly the same result.
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Just now, strudo76 said:
Regarding 1.3 compatibility: CSS 4.1 is 100% compatible with 1.3, thanks to everyone who helped update it!
You are very observant. However, I have my doubts about the functionality of this mod. You can read my thoughts on the last page.
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4 minutes ago, Nertea said:
I just had a kid. Don't wait up.
Congratulations. I'm really happy for you.
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1 minute ago, Poodmund said:
The only issue that remains is that the moons still rotate on the ecliptic plane and not on the same axis as their parent planet that has simulated tilt.
It still baffles me why it was chosen that axial tilt wasn't going to be one of the core features of the PQS-System. KSP has been crippled for years by that strange decision.
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3 minutes ago, Louella said:
Ooo, I remembered a question I was going to ask...
The CommNet stations, are they actual ingame buildings ?Yes they are and they are pretty easy to find. Just fly around with an aircraft and see where the CommNet paths meet Kerbin's surface. Since there aren't many static objects on Kerbin they are pretty easy to spot.
EDIT: I see you've found the fantastic USI mods. They should really be your cup of tea.
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Just now, Louella said:
Well, I was thinking something more along the lines of classic sci-fi domes and such. Greenhouses, mineral refineries, and things of that nature, with a permanent population.
I've seen people build dome structures out of the inflatable heat shields before. They are quite large and have a suitable colour and shape - but you're right: there aren't any dedicated parts in the stock game. Greenhouses also aren't implemented mainly because they wouldn't serve any purpose as there isn't a requirement for life support and associated resources currently in the game. Refineries, and drills for that matter, do exist in the form of the ISRU. Permanent populations are a thing - especially on Eve I heard.
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Welcome back!
4 minutes ago, Louella said:1. Are there any official plans to put more landmarks on Kerbin ? Like, a handful of cities or something to show Kerbin is inhabited ?
As far as I know, no. It seems that Squad is quite pleased with the core game and doesn't seem to plan to add many features to it any more. There is a DLC coming out eventually but beyond that, we currently have no idea what they have planned beyond that.
4 minutes ago, Louella said:2. Are there any official plans to allow you to build habitable outposts on the different moons and planets ?
What makes you think you can't already do that? A "habitable outpost" sounds like a space station with legs.
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Just now, The-Doctor said:
Is it possible to do a mission to the furthest planet in this mod pack without a nuclear reactor?
Why yes.
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This is the next mod I am currently translating. I won't pester you with status reports on the individual mods. I'll just quietly place the pull requests against the dev branches like with the other mods. However, I just wanted to say how much of a dad joke the description of the ARH-1M Argon Tank is:
QuoteFuelling your spacecraft with medium-weight noble gas, this tank is a limited offer and won't be on the market forever. Get one now, before all of them... are gone.
This had me grab my head in despair thinking about how to translate it into an equally bad pun. Well played, sir.
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@Galileo I'm currently on a translation spree localizing mods into German. I will probably get around to translating your mods in the coming week or so. Looking at the GitHub for GPP I noticed that there are multiple branches, one even called localization. Which branch has the most up to date keys and against which branch should I place my pull request?
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Just now, FreeThinker said:
question, how to begin a translated with with an empty space?
Could you elaborate what you mean by that?
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Over the last days I added a German translation for the following mods:
- Cryo Tanks
- Cryo Engines
- Community ResourcePack
- Community Tech Tree
- Heal Control
- Kerbal Atomics
- Near Future Propulsion
- Near Future Launch Vehicles
- Near Future Spacecraft
- Near Future Solar
- Near Future Electrical
- Near Future Construction
If someone wants to look over them and adjust things here and there, you're more than welcome to discuss that with me.
Currently, their respective pull requests in the process of being approved by @Nertea. In the next few days, I'll continue to work on the rest of his suite of mods so if have input reading those, I'll all ears.
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I've translated this awesome mod into German! The pull request will be up shortly on GitHub.
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35 minutes ago, Gilph said:
Sorry if this is a dumb question, but is it possible to go the low tech route and maybe have a menu item with a dialog that asks what your preferred star is for solar tracking? You can set when the vessel becomes active. At least until it can be fixed?
This sounds like more like a feature request for Koperinicus. Either way, it's going to be fixed soon. The best work around currently is to use static solar panels.
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I translated this magnificent mod into German - which was quite a joy because of the interesting flavour text.
The pull request is already on GitHub.
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
in KSP1 Mod Releases
Posted · Edited by Three_Pounds
Well, Droops turns out to be a biome. I'll make sure to check over the entire file to catch self-references like this. As far as obvious grammatical and orthographic errors are concerned, should I fix them and then make a pull request? How is the normal modus operandi for you guys?
EDIT: I have no clue what you were smoking, @JadeOfMaar but please share some with me.