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Everything posted by Kowgan
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Or if you want to preserve tech tree progress when adding MechJeb to all command modules. @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } You guys do god's work. I'm ashamed to receive such attention, and thankful to have such effort done. Thank you very much for your time. Messing with the MM codes are really fun, and understanding them properly is even more. Speaking of which, out of curiosity, would you care to explain what does the ":Final" term affects there? And how different would the result be if I replaced that comma by an "&", between ModuleCommand and MechJebCore on the top? And finally... What's the difference between "@PART [*]:HAS" and "PART:NEEDS" (as found in the wiki)? Thank you once again!
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Have I ever thanked and praised you before for the god's work, Sarbian? Well, there goes. You effort is much appreciated, have some funds and snacks. - By the way, just out of curiosity: Do you really need to add an extra plugin for the gimbals to work? Don't they work in the part cfgs themselves? Or did you want to avoid copypasting the same lines multiple times?
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Thank you for the info. That brings me the hope to try this mod once again in the future. -edit- After messing with it a bit more, I figured out I hadn't installed the KM base plugin, and that resulted on no gimbal activation. Installing the plugin magically solved all my problems. The gimbal works, and I can send happy Kerbals to space in a fancy way, now.
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I spent a few hours with this mod, trying to figure out how to fly shuttles properly. No luck for me. I've tried several different setups, many of them having the ones on the OP as guides, but no matter what I try, I can't stabilize the shuttle on the upper stage, when the side boosters are gone. I don't know if I'm doing something wrong, or the mod simply isn't working properly for .90, making it harder to control it properly.
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Hi, Let's report some issues. I hope they haven't been reported yet. I got the latest dev build (#365) after experiencing the fuel line bug. That issue seems to be fixed, thanks to you guys. But I'm also experiencing this Stage dV weirdness. If I place decouplers in a fuel tank and set them a stage above that fuel tank's engine, the dV is only counted on the decoupling stage. The bottom stage shows no dV at all, although it shows some TWR. This log might also be useful; It's looping and consuming all my log field. at MuMech.VesselExtensions.patchedConicsUnlocked (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRendezvousGuidance.IsSpaceCenterUpgradeUnlocked () [0x00000] in <filename unknown>:0 at MuMech.ComputerModule.UnlockCheck () [0x00000] in <filename unknown>:0 at MuMech.DisplayModule.UnlockCheck () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Update () [0x00000] in <filename unknown>:0 [Error]: MechJeb module MechJebModuleRendezvousGuidance threw an exception in UnlockCheck: System.NullReferenceException: Object reference not set to an instance of an object I have no clue, but it looks like those logs have nothing to do with that supposed bug. I'm also using a Module Manager edit that puts MJ in all command pods/probe cores. @PART [*]:HAS[@MODULE[ModuleCommand]] { MODULE {name = MechJebCore} } Toolbar v1.7.7 CrowdSourcedScience v1.2.0 Environmental Visual Enhancement v7-4 NavBallDockingAlignmentIndicator v4 ADEPT by OLDD v1 PlanetShine v0.2.2 Procedural Fairings v3.11 Protractor v2.4.15 Station Science v1.4 Stock Bug Fix Modules v0.1.5 Module Manager v2.5.4 I hope that's enough info. Thank you, you devs are doing god's work.
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You, sir, are a genius! And I totally agree with you, the simpler, the better! And I don't want you to take me wrong; no matter how simple was your effort to give life to this mod, it's still something unique and you came here and did this. It's a respectful effort, yes. Thank you for that, again. The mod is great!
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Again, still a great mod, but I just found a flaw: Even on low speeds, the chute still takes 100x the original time to decrease the current speed. That means, if I need to abort a launch (using the Launch Escape System, for example), the parachutes will be useless in such a low altitude. They will take too long to decrease my already-low speed, and the vessel will crash to the ground. I'm not sure what kind of math would have to be done there in order to fix that, though. Maybe you wanna calc what's the gravity speed change in the low atmosphere (9.8m/s?) and set that as the DeploymentSpeed, instead of "/=100"? I don't really know. I guess the realistic parachute works something like this: - The parachute is always trying to reach the X speed. - The bigger the difference between X and your current speed is, the slower the parachute will decrease your speed. Does it make sense? -edit- Scratch it, it doesn't make sense. Maybe the scratched item could be replaced by this: - Current speed never increases, unless any of the following conditions meet: ---> A major force is applied in the vessel (engines, etc.) ---> current speed < X - X is a float number, defined by the vessel mass, and the current gravity force applied into it. I wouldn't know how to apply that in the game, though.
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Thank you very much for the effort and the fast update, E-dog! You rock!
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Why so harsh, Blizzy? We all love you and your effort towards the community. It doesn't need to have a point; people like the simple ability to custom their single-player games to match whichever result that makes them happy. We're aware that this is a possibly-incompatible version, and we just don't want to get reminded every startup. So if we have a choice to deactivate that, great! Otherwise, we're not gonna die for that, and we're still gonna be loving you. --edit-- I found a fix for the stubborn pop-up message. For those who have edited that version.txt file without success, look for a (few) invisible character(s) just after "0.25.0", maybe using the left/right arrow keys. Just delete them, and you should be good. Hope that helps. Again, this is in no way an official fix; this will just prevent the incompatibility pop-up message from showing up on your KSP startup.
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That's true. The problem for me is that, for some reason, it's stuck in my head that any interplanetary mission will require far more than 10,000 dV, and I need to re-check those calculations every time in a dV Map. That probably happened because I first adventured myself on an IP mission before knowing about transfer windows.
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KSP 0.90 Beta than Ever FPS Performance
Kowgan replied to hazens1's topic in KSP1 Technical Support (PC, unmodded installs)
I noticed the slight frame rate drop, even on the main menu scene. Even running it on stock. That's not gonna kill me, though. -
I imagine this on the comic side: To activate SAS, one must press the big "SAS" button on the command pod. But only Pilots know how to do it. "After many tests, Engineers and Scientists doesn't seem to recognize any "SAS" button on the presented pods. Although they could easily hit the "RCS" button, right beside the previous one."
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I see what you did there.
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[1.0.x] Protractor Continued - Rendezvous Plugin v2.5.1 (May 15th, 2015)
Kowgan replied to Addle's topic in KSP1 Mod Releases
I must come here again to thank you once more, Addle! Your effort is worth endless funds! Did I tell you rock before? And yes, 0.90 is being as fun as I expected. -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Kowgan replied to KasperVld's topic in KSP1 Discussion
I might be wrong! But as far as I know, reputation affects the levels of contracts that come to your Space Agency. The higher your reputation is, the higher are the tiers/profits from a contract. And making money/science without them makes the game fairly harder than it can already be. -
I was waitting for this mod for so long!! Thank you!! ()