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Everything posted by Kowgan
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Kowgan replied to nightingale's topic in KSP1 Mod Releases
< @ previous page last post: True thing! We salute you, nightingale! Thank you very much! -
Nice job, Madadam! I have done a few of these modifications on my copy of the mod as well! Thanks for sharing. My only concern about this is the slower animation, but we'll see how it goes! Thanks for the effort. -Edit- Here's a few suggestions to add on your file: Decoupling FX - This adds the sound and smoke effects when decoupling the shield. 2.5m // --- FX definitions --- fx_gasBurst_white = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple 5m // --- FX definitions --- fx_gasBurst_white = 0.0, 1.9, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple And I personally increased my ejectionForce value to 250. For me, it makes more sense. As for the Animation speed, it got about 3x slower, which it's kinda bugging me. Yes, I'm silly, I know. I've looked into the KSP Wiki, but it looks like we can't manually set the animation speed on the ModuleAnimateGeneric. Sad.
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By "no separators", Do you mean you don't have any staging icons for the fairings, preventing you from opening them in-flight?
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So much help! I'm so grateful to have you guys as part of the community. Yeah, my last attempt was ":HAS[@parachuteName[RC_canopy2]", when the correct form was ":HAS[#parachuteName[RC_canopy2]". D'oh. By the way, what's the "#" command rough meaning? I couldn't find it on the wiki as well. But i didn't exactly looked that hard as well. @Sarbian: Although that code isn't for me, here's a curiosity: I tried that code yesterday, but I forgot to put the last "0", and my command looked like this: @key,0 = 350 With this, I broke KSP. Nevertheless, it's all fixed now. And I sincerely feel I'm not being thankful enough. @Starwaster: That code is from DeadlyReentry, right?
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Today, I broke KSP! And corrupted a save. Luckly for me, windows made a backup of the saves folder for me. Rollback a few days, but that was a sandbox save for tests, anyway!
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I was wondering; Given a module that has two submodules named equally, but have no "name = " field, how do I edit those two submodules separately? MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true // Main chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Nylon capName = mains_packing_bag parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false [SIZE=5][B]minDeployment = 900[/B][/SIZE] deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } // Drogue chute [SIZE=5][B]PARACHUTE[/B][/SIZE] { material = Kevlar capName = cone parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 3 deployedDiameter = 6 minIsPressure = false [SIZE=5][B]minDeployment = 30000[/B][/SIZE] deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 } } I want to edit only the second "PARACHUTE" field, but I had no success on my tries. { @MODULE[RealChuteModule] { @PARACHUTE[SIZE=5][B]:HAS[@parachuteName[RC_canopy2][/B][/SIZE]] { @minDeployment = 3000 @deploymentAlt = 2000 } } }@PART[RC_cone_double]:Final As expected, that didn't work. Using "@PARACHUTE[Kevlar]", "@PARACHUTE[RC_canopy2]" didn't work as well. So, my guess is that the field between brackets will always and only look for values on a "name =" field. Looking on the MM wiki, at the example cases page didn't bring me any solution, so I (once again) shamefully came here. Many thanks!
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As mentioned, indeed I had a partial installation, and only placed a piece of the KSO folder there. None of the additional mods were installed. So, your fix works perfectly for me! Thank you very much!
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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
You're the best, Chris! Many thanks for that, and again, enjoy your vacations! -
I hate to be that guy and bump my own post, but I'd like to know if is someone else also not seeing the boost FX coming out of the OA-850 Liquid Fuel Booster's exhaust, or is it just me? Thank you.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Kowgan replied to nightingale's topic in KSP1 Mod Releases
Hooray! Thank you for the endless effort! Downloading now! -
Nope, not using RSS. *A.D.E.P.T. 1.0 AdvancedAnimator 1.1.1 *Black Tipped Nosecone 1.0 CrowdSourced Science 1.3.0 Distant Object 1.5.0 Environmental Visual Enhancements 7-4 Image Viewer 0.2.2 In-Flight Waypoints 1.1.1 *IP-20 Ion Engine **Kerbin Shuttle Orbiter System 4.09 Klockheed Martian Gimbal 3.0.1.0 Klockheed Martian Space Shuttle Engines 2.1.3 MechJeb 2.4.2.0 Module Manager 2.5.6 NavBall Docking Alignment Indicator 4.0 PlanetShine 0.2.2.1 Procedural Fairings 3.11 Protractor 2.4.15 RealChute 1.2.6.2 SCANsat 8.1 StationScience 1.4 Stock Bug Fix Modules 0.1.7 Toolbar 1.7.8 *One-part mods. **From KSOS, I'm using just one single part: boosterkso.cfg
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Thank you, Sarbian! Much appreciated.
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Continuing my somehow cool* pictures of space, today a few days ago, Kerbin looked so small and fragile. Picture taken by Bob Kerman, while in an under-construction Mun-Orbiting Lab. *at least for me. :c
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@Higgs: Sorry, I did all I could in my knowledge to help you. Try creating a new sandbox save for testing purposes and see if the problem persists. If that doesn't help, I'm all out of ideas. @Sarbian: Once more, I'm hiding my face under the sand out of shame, but I'd like to report another possible bug. I've noticed this one some time ago, maybe since .24. But for some reason, I never remembered to post it here. Do you happen to know if the Landing Predictions feature is somehow not precise when using it to non-atmospheric bodies? It works like a charm on atmosphere, but I've always experienced offset landing predictions when there's a lack of atmosphere. Pics, it did happen: Thank you very much, once again! @You!: I hate to be that guy and be doing this, so I promise this won't be repeated: Bumping my open question, a few pages back: Do you use the MechJeb POD? For what do you use it? Thanks!
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Ah, to do it on video... Where things get really real! It would be a nightmare for me to do that, because I suffer from the I-forgot-to-attach-that-silly-thing syndrom, and usually have to discard the first whole launch (and lose a lot of funds!), and re-launch it. Plus, I might get psychologically unconfident to know I'm being recorded. Haha, Do you really wanna start the series with the Eve mission? Wouldn't you save the cake's cherry to the end?
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Escape pods? @Liowen: Nice mission! I'm yet to try taking any kerbals to Eve myself!
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Glad it's all working now. Have fun!
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@kevo: What he's trying to say is... At the end, the folder chain should look like: (...)\Kerbal Space Program\GameData\ProceduralFairings As I noticed you posted something similar on the Toolbar mod thread, this goes for that too.
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The "Launch to Rendezvous" option will make MechJeb try to get a close encounter as soon as possible. But because the way a polar orbit is different than an equatorial orbit, if you use that MJ option, MJ won't care about getting on the same plane as the target. MJ is just trying to have a close encounter, but it doesn't care what happens next. So, this option is best used only when, at all times during the launch, your craft is aligned with the target's plane angle. In short, that means Equatorial orbits. For what I understood of your album, your issue is that MJ is launching your craft on a totally different plane angle. In order to fix that, choose the "Launch into plane of target", instead of "Launch to Rendezvous". This will set the craft on the same plane as the target, but most likely, won't rendezvous with it. (Because to do so in one single burn, the target would have to be at one exact spot on that orbit at the same time as your craft is crossing that target's plane during the launch. And that synchronism is pretty rare to happen; again, due to how a polar orbit is different than an equatorial orbit.) So, after you've launched your craft and it is on a stable orbit, on the same plane as the target, you'll have to set a second autopilot burn, now using the "Rendezvous guidance" feature on MJ. This should make a few burns and set both crafts pretty close to each other. And finally, use a "Docking guidance" functionality if that's what you're trying to achieve. I hope that will fix your issue.
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Kudos, Meumeu! I don't know. Even following your steps, and with a simple aircraft, we were not able to reproduce your issue. It works just fine here. And I believe Sarbian didn't find anything wrong on your logs. So, that makes it not a bug on the MechJeb mod, but either some sort of incompatibility with any of the other mods you're using (pretty unlikely), or you're really doing something wrong over there.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Kowgan replied to nightingale's topic in KSP1 Mod Releases
Thank you so much for the great effort, Nightingale! Once more, I won't get tired of thanking you. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Kowgan replied to stupid_chris's topic in KSP1 Mod Releases
NICE! Thank you so much, once more, for the effort, Chris! Have some nice, well deserved vacations! Enjoy it, and take care!