dzikakulka
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Everything posted by dzikakulka
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Is there a way to quickly toggle the KER window? Currently I think I have to click the KER button on mod toolbar, then its control panel pops up to the left (99% of the time obstructed by other stuff) and only there I can hide/show the window. I wish there was some hotkey shortcut or maybe right clicking the toolbar icon would quickly toggle it. Is there anything I'm missing? -
[1.12.x] Near Future Technologies (September 6)
dzikakulka replied to Nertea's topic in KSP1 Mod Releases
Well, "automation" isn't really strategically managing anything - it's basically clicking a thing every 10 seconds, which just saves the tedium and UI clutter. Personally I think micromanaging capacitors doesn't have any fun/depth, so if they are overpowered when done right, they should simply have more drawbacks but still don't require babysitting I guess it's an idea for an "addon" plugin then -
[1.12.x] Near Future Technologies (September 6)
dzikakulka replied to Nertea's topic in KSP1 Mod Releases
@Nertea I am cooking up a capacitor auto-discharge solution (toggleable, slightly configurable) for my own needs, would that be something you'd like to take a look e.g. in a PR? Not sure if it wasn't implemented so far simply because there wasn't enough time/resources/demand or they are supposed to stay fully manual in this mod. Some screens so far (gotta play with it for a few days) GUI: Launchpad testing logs with a VASIMR engine (varying thrust over time): -
@linuxgurugamer Done, https://github.com/linuxgurugamer/TrackingLights/pull/1 If anyone would like to help testing before release tag (I am playing with it and it's not really super complicated, but subtle stuff can get missed), ping or PM me and I can provide a .zip. I've posted a suggested changelog in the PR if you'd like to see what's changed.
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I am finishing up a slight refresh of the mod code, including a fix for that problem and some other minor features I wanted personally, should I submit a PR when finished @linuxgurugamer? Also if anyone else is interested in this mod functionality, I would *love* to help with getting more tracking lights going - smaller "headlamp" types, stack-style with a point light moving around the edge etc. But I have no experience with modelling and Unity scene setup, so probably not going to add anything made from scratch by myself any time soon. Can script it up no prob though.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
dzikakulka replied to Nertea's topic in KSP1 Mod Releases
Hey guys, I have a problem with this mod on KSP 1.9.1 - I only installed it and required dependencies from CKAN, modlist: and it appears that something is wrong with the "station core" pods (Wharf, Pier, etc). I can place one as a root part or attach to existing parts fine, but when it is detached and "placed aside" in VAB, instead of hanging out semitransparent like everything else, it completely disappears. Even worse, if it's just one of the parts in a detached ship section, it makes it all completely disappear too when you just need to set it aside for a second. There's no errors in the log at all. Appears to be 100% reproducible with just starting a new sandbox game, entering VAB, clicking any part to use as the root part, then selecting e.g. "PTD-8R 'Pier' Station Core" and trying to place it unattached anywhere in the VAB. It is supposed to stay there, but instead disappears. Is there anything I can do to help resolve this issue, or diagnose it more closely on my own? EDIT: Just in case, I added log from a simple reproduce session. I couldn't find anything related in it tho. Log: https://gist.github.com/tjakubo2/8ceecf96dfe7543cd55840fa1f940846 -
Is there an easy way to make kerbin not obstruct KSC comms link, like if they had some equipment build all over the planet? I like the concept but would rather pass on setting up a perfect keosynchronous sat network etc. Setting up additional centres in config is working fine but I'm still losing contant on low-altitude drones. I know this is not realistic and all but I would still heavily prefer it, have anyone heard of way to make it happen?
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You mean that it makes them even more awesome and auto-staged? Great stuff man!
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NEAR is killing me.
dzikakulka replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
I think it should be enabled on launch and then disabled once airflow is strong enough to stabilise you. -
HotRockets! Particle FX Replacement + Tutorial
dzikakulka replied to Nazari1382's topic in KSP1 Mod Development
Is it intentional to not have smoke cloud on launch with KR-2L, Mainsail and biggest boosters? I'm just curious, is there any difference an how these engines would work and if they would produce smoke or is that just because? -
@Tabris Isn't simply rotating stuff in editor working? I think it did worked for me It's useful to keep "EPL" versions of craft saved anyways. Like without fuel lines/struts and with endpoints in KAS container (irrelevant if these work now, sorry if I'm wrong).
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
@endl Jet VTOLs velocityCurve zeroes out at 605m/s, maybe you're not getting thrust because of that?- 4,460 replies
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How to turn RCS on by stage?
dzikakulka replied to FennexFox's topic in KSP1 Gameplay Questions and Tutorials
1. Create action group 2. AGroupOnStage mod -
@PanWieldingMann What engines/plane parts are these if I may ask?
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
@TheMariner Copy install, delete all mods except for B9 and then gradually add them so you know which one causes conflict. And if you decide to post results here, also post at least your output_log and on which version you play (32/64bit).- 4,460 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
output_log: http://www.datafilehost.com/d/38a9219b Clean install, only up to date FAR and this pack, 32bit. Issue: GUI flickering on this install, massive lag in addition on mod-heavy install, few mb of error logs in few minute -
Why are suicide burns better?
dzikakulka replied to airelibre's topic in KSP1 Gameplay Questions and Tutorials
It's true but it is only valid when you're already on collision trajectory. Cancelling horizontal velocity first makes constant altitude burn (sometimes) better but offers close to zero landing site precision and very long burn that need to be executed well. Or you could combine methods and come up with what you want. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
As I haven't found a solution for the issue I outlined in post #373, I'd like to ask anydoby here for a working FAR config for the module. You can get them by launching a flight with these two modules, saving and the searching for the vessel name in the persistence file. Just copypasting whole vessel data ould be fine and may help me getting stuff to work as I have this issue in my main (important for me) save. Thanks! -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
dzikakulka replied to RoverDude's topic in KSP1 Mod Releases
I'm having massive lag on switch to vessel containing DERP capsule or propulsion module, output_log spammed with: FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Propulsion Module (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Lifeboat Module (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) I'm of course using far and from what I know FARConfig.cfg is getting applied (FARbasicdragmodel showing as a module in debug in VAB). Anyone had similiar isue and knows how to fix it? It was mentioned here but no with fix -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
Okay, thanks for the explanation, I'll stick to TVPP stuff for now, it's not like they would be really useful in KSP anyway- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
@Taverius From what I've read (mostly on Wikipedia), scramjet test we're performed around much much lower speeds: I've thought about duct taping ramjet and scramjet configs to some models for my main playthrough and thought it would be reasonable to have Mach 2-4 "ramjet" (cite - Ramjets work most efficiently at supersonic speeds around Mach 3) and Mach 4-7 "scramjet" with intentional gap between the two so it wouldn't be like 'strap few of both and attach SRB for 2.5km/s'. I know that name is going to be only realistic part of the engine but I think there is still some niche in KSP for things like that.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
dzikakulka replied to bac9's topic in KSP1 Mod Releases
If we're into ramjet/scramjet discussion, if anyone tried to make up one (from whatever model, could be from B9) please post config cause it's really hard for me to balance it out. Ofc not around any real parameters, just so it would fit KSP gameplay and fill hypersonic niche.- 4,460 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dzikakulka replied to cybutek's topic in KSP1 Mod Releases
Oh, I thought basic stuff like Pe, Ap etc. is read from KSP as there is still a lot of (incredibly useful) parameters in KER that aren't anywhere in stock game. Even more respect for your work then and I guess I'll have to use some 3rd party program to find that marker and mouse over it automatically to help with my OCD