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KSP2 Release Notes
Everything posted by Kowgan
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
@Smurfalot: The way I do it: I open the drogue chutes around 3~5km. Cut them one or two kilometers later, and immediately open my main chutes. Opening main chutes even 2000m over the land should be enough to slow your aircrafts safely, without extreme g-forces acting on it, given the proper parachutes configuration. -
Updated to 1.0.2b: - Lowered atmospheric values in Kerbin, Eve and Laythe - Extra info and credits Added Galahir950's version to the OP. His version contains pre-calculated results and a small chart for quick view. Go check it out!
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How does that sound?
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Thanks for the input, everyone. I'll surely use your disclaimer suggestion, Kerbas_ad_astra. Here's what I plan for the update regarding atmospheric ascents, but I'd like to know your opinions first: Kerbin: 3300m/s Duna: 1300m/s (as it is now, and as it was on .90) Eve: 6000m/s
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That's great; I never managed to reach a circular LKO with less than 3km/s. Maybe I'm doing something wrong at the ascent profile. I guess a disclaimer would fit it better. I fear that leaving a range (3,000-3,700) instead of a solid number would make some users confused. Also, I'd prefer having fuel left in my tanks, rather than not enough when following a chart. Thus, I can learn from the results, and then adapt as I see fit.
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No clue. Well, I've checked my copy of KSP .90, and noticed the same issue on that version of Navball Docking Alignment. Now, I'm wondering if I ever updated to the latest version when switching to KSP 1.0, or have this slipped through, and I copypasted that old version into the new KSP.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Kowgan replied to ethernet's topic in KSP1 Mod Releases
Funny thing, I see this as a good thing, not as a bad one. I guess this simply depends on what kind of gameplay each player wants to have. I was always sad/frustrated that we would put up a nice station in orbit and only do experiments a single time in each location (Kerbin, Mun, bases, etc). I always wanted to keep using one station again and again, instead of having to launch two new cyclotrons every time. Same things occurs with the rest of the stock game: You finally land on a planet, and in 5 minutes, there's nothing else to do there. And no reason to ever visit it again. Such a shame. So, I personally like the "grow plants contract" over and over again. I let my imagination kick in, and think that we're actually developing and advancing on those experiments, each time. -
The previous version wasn't working at all. This one works flawlessly! It was probably some kraken on my side. Thank you once more for the support, mic_e! - - - Updated - - - Oh, I guess I found the cause. Take a look at my old config.xml: http://puu.sh/hYB4e/444de91d47.zip Now, go figure what caused THAT...
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@Kerbas_ad_astra: Done. WAC's Delta-V Map updated to 1.0.2a Changelog: - Updated atmospheric values to match KSP 1.0.2 aerodynamics - Updated Low Orbit altitude on a few bodies - Added Kerbol to the map The new aerodynamics on KSP make it super easy to have different results in atmospheric scenarios. I've made a bunch of tests and picked average results. It's possible to achieve low orbit in atmospheric bodies with fewer m/s, or it may require more, depending on your ascent profile, usage of fairings, etc. Jool's and Kerbol's ascent dV numbers aren't 100% accurate. They're a guess based on tests. Don't blindly trust those values! For any changes, I'm always open to suggestions. Hit me. Enjoy it. The wiki's giving me an exception error when I try to upload the image there. Will try again later.
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Is anyone else getting this logspam when launching any vessel? NullReferenceException: Object reference not set to an instance of an object at NavBallDockingAlignmentIndicator.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) output_log.txt *A.D.E.P.T. 1.0 AdvancedAnimator 1.1.1 Brake Toggle 1.0 Contract Configurator 1.1.3 Contract Pack - Kerbin Space Station 1.3.1 Crew Queue 1.0 CrowdSourced Science 3.0 **DMagic Orbital Science 1.0.3 GForce 1.0 HyperEdit 1.4 Klockheed Martian Gimbal 3.0.3.0 **Klockheed Martian SSE 2.2.0 MechJeb 2.5.1.0 *Mk2 Essentials 5 Module Manager 2.6.3 Muffler 1.0 NavBall Docking Alignment Indicator 6.0 Procedural Fairings 3.14 Protractor 2.5.1 RealChute 1.3.2.3 SCANsat 12.0 *SpaceShuttle NoseCone 3.0 Station Science 1.5 Stock Bug Fix Modules 1.0.2d.2 Toolbar 1.7.9 USI Life Support 0.1.2 Waypoint Manager 2.3.2 *These mods have by default, or have been edited to contain only one single part. **These mods have been edited to contain a maximum of 7 parts. Thanks in advance.
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[1.0.x] CrewQueue - Crew Rotation and Vacations
Kowgan replied to enneract's topic in KSP1 Mod Releases
Thanks for the update, Enneract! Your effort is much appreciated! -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Kowgan replied to Majiir's topic in KSP1 Mod Releases
You're a hero; a savior, Taniwha. You have All my gratitude and respect. -
[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
Thank you once more, Addle! Although I keep repeating myself, I must say "you rock!", once again! -
[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
Hey Addle. Speakiing of which, I bring this question here once again, just out of curiosity: With stock toolbar implementation, do you still intend to make Protractor accessible from the KSC scene (instead of having to load a vessel to do that)? Thanks. -
Oh, that white text got me. I was even typing a paragraph asking you to show some respect to the mod author, and all that.
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Hey, Kamik. I was wondering; do you intend to update this mod to KSP 1.0? Currently, the attach nodes need to be updated, and I'm having trouble finding the exact value that needs to be updated on the part config file. Right now, the node seems to be upside down. Thank you once again. Edit: Welp, I've found the correct number and did the changes. It seems to work flawlessly, now. node_stack_bottom = 0, 0, 0, 0, -1, 0, 1
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That's weird, I can't replicate your issue. Uh... I don't know, I'm out of ideas. Can you open the adapter2.cfg and confirm you have the same values on the node definitions as the following? node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top1 = 0.0, 2.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_connect01 = -0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_connect02 = 0.0, 0.1, 0.5, 0.0, 1.0, 0.0, 0 node_stack_connect03 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_connect04 = 0.0, 0.1, -0.5, 0.0, 1.0, 0.0, 0 node_stack_connect05 = -0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_connect06 = 0.0, 0.1, 0.5, 0.0, 1.0, 0.0, 0 node_stack_connect07 = 0.5, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_connect08 = 0.0, 0.1, -0.5, 0.0, 1.0, 0.0, 0
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Kowgan replied to DMagic's topic in KSP1 Mod Releases
I've been using the rover pack since .90, and never stepped up here to say Thank You. So, thank you so much, DMagic! -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
Kowgan replied to DMagic's topic in KSP1 Mod Releases
Thanks. I guess i ended up figuring that out. But I could swear that other mod would allow us accepting/declining contracts as well. Maybe it was a feature in older versions...? -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
Kowgan replied to DMagic's topic in KSP1 Mod Releases
Nice addition. What are the major differences between this and Contracts Window +? -
You're welcome. Unfortunately, putting it on top isn't so simple when you don't have a node there. Because Procedural Fairings is... Procedural, it doesn't have a fixed radius, nor height values. The MM config above works with fixed values, using the node position as reference. TL,DR: Your fairings vary on shape and size. The position of the smoke burst doesn't.
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That's fairly simple to do, and you can make yourself one. You need to have ModuleManager for this. Just put the code below in a new .cfg file anywhere in your GameData folder: @PART [*]:HAS[#name[KzProcFairingSide?]]:Final { fx_gasBurst_white = 0, 0.5, 0, 0, -1, 0, activate } Note that, due the way how the Fairings Decouple Module is, the smokes will only show up if you stage (spacebar) the fairings. They won't work in case you manually jettison them through the right click menu, nor if you use action groups, instead.
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I just want to point that this mod seems to be working flawlessly on 1.0.2. Thank you for the great work once again, _selfishPerson!
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I'd say this is a simplified version of the plugin contained in Deadly Reentry. According to DRE's readme file: DRE has a timer, and it's more detailed. This one insta-kills the kerbals who are subjected to X G-force. I'll download this and just adjust the numbers to what I see fit. Thanks for the mod, ce4aser! But I must say you aren't specifying this plugin's license on the licence.txt file that comes with it. You should fix it.