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Everything posted by Johnny2000
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@komodo I will look into it tomorrow. Too tired now. I have finished the real-ish Apollo 9 and upwards (I think) if anyone is interested in trying it out. Just PM me and I'll put together the files. Should be used on a separate install, since I have edited A LOT of files. Don't pester anyone at the Bureau with it. I have barely tried it but it feels right. I will try it again tomorrow on SASS (Sigma's Stockalike Solar System). (My computer really sucks, so I can't have all the mods I want installed at the same time.) And I promise to start working on the LS configs tomorrow
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I have Github Desktop installed, so I guess I'll figure out how to upload. Just not done it yet. Take your time on the throne. It's the most precious and important time of the day. I can try to look into Life Support (USI and TAC), I have never used Kerbalism, but it looks cool, so I could try and have a look. But what values are you looking for? 1 day for Hermes and 11 days for Leo/Kane + 3 for Sina?
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But, if BlueSMURFF is not intended for use above 6.4, I guess there is no need for testing. But if you would like me to contribute in any other way, let me know. Due to illness I have a lot of time on my hand. I'm not out of my bed everyday, but when I am it would be nice to do something "useful". I can't contribute is many ways as I am starting to learn C. Haven't done any programming since I puzzled with AMOS on my Amiga waaaaay back. My modelling skills are limited to SketchUp, but I have started to look into Blender. Texturing skills are non existent and will probably stay so. Yes, you're right. Somehow I placed that in the Parts/Saturn folder. Need a slap for that Yes, you are right. Besides I have noticed a lot of drawback with 10x Kerbol. So I think 6.4x is the sweet spot. But I have wanted to try at least the manned NASA missions and maybe the voyager missions on a real scale, you know, so I can brag to the girls at the local pub about it But I guess it is probably wise to just keep another install of KSP with it and modified part files in it.
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@komodo I willcheck it out later today. The scaling and smurff-thing is a challenge. Read over at Sigma Dimension that the ideal scale for Kerbin should be 10.5somethingsomething. So I tried it and it messed up all values I had on the Apollo system. So have to start over. What I also want to test, is if I get the correct masses with 10.5xxx scale and bluesmurff, will it work perfectly to switch back 1x scale and still fly to the moon? I did mess with the bluesmurff file itself. And got it to work quite well with the Mercury-Atlas. Don't remember exact now, but I think it was something like 1.09 or 1.07 for tanks and 1.03 for the pod. So then I decided to try the Apollo system, and everything was either too heavy or too light. So decided to keep the blueSMURFF at 1 and instead edit the part.cfg. But I will read up, and try what you suggested.Are there a cache for MM elsewhere than the GameData folder?
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@komodo I sync from Github, so the files are from yesterday. Trying to learn and maybe I can contribute if needed. At least some tedious thing like editing config files. Hack to learn as Ben Heck always says I am trying to rescale all pods/rockets to real sizes and masses. Both to try recreate the missions as accurate as possible and also to learn. So when I scale up, the volumes becomes quite big. And with BlueSMURFF the mass is almost non with 10x Kerbol. I'll upload in a sec. Used Dropbox earlier, but have switched to Google Drive. Never tried to share documents there yet.
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Yes, I figured that out, however, I realized that I could set my own values in DefaultScale, so that made things a lot easier. So, I have added some bizarre values like 158% and 1.975 and so on. But I also realized that things are not so straight forward as I thought. Many mods has close to real life masses, but maybe just 65% of the size. So when you scale up the mass becomes ridiculous. Now SMURFF compensates for this to some degree, but often to much. So now I just calculate the difference and change the part.cfg file. It is probably possible to make all this changes using ModManager but I am not at that level yet.
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Ok, another question: Is it possible to make a config file to bundle with a mod that will make a part a certain size? I assume this only set the default scale when you right click: @PART[DeuxMillesPart]:NEEDS[TweakScale] //DeuxMillesPart { %MODULE[TweakScale] { defaultScale = 1.875 } } But if I want the part to automatically become, let's say 3.15 instead. Is that possible. As in; Install this if you want real sizes, and then the part will be 3.15 instead of 1.875 on game boot.
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Simple answer is always the best I was hoping this would be possible, because that would make it easier to replicate the real world counterpart. Ah well, guess I'll have to live with that
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I assume this means that this is now compatible with DefaultActionGroups as you mentioned over there a week or so ago. Nice job. Gonna try it out now.
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I'm sorry if this has been answered earlier, but it is a long thread and the search tool isn't always giving me the answers I want. Can TweakScale transform the shape of an object? I have an adapter from 1.25m - 1.875m. I want to scale it up to real size where the bottom node becomes 3m. That gives me an adapter from 2m-3m. Is it possible to tweak it to become 1.875m-3m instead?
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[1.2-1.6] Draggable Altimeter v1.0.1 (2016-12-03)
Johnny2000 replied to Error_Sophius's topic in KSP1 Mod Releases
YES! I would like you to do it for him This mod has a huge potential, but it is too annoying that it resets for every scene change. -
Nice I discovered that my attempt wasn't perfect. Although it works, it still adds it to all antennas, whether they have an extend function or not. Another downer was that I thought I could cheat my way around in Career mode, before you upgrade VAB/SPH. Since Abort, Gear etc. works with the basic VAB/SPH, I thought I could use this mod before I upgraded to level 3. Didn't work he he
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@CobaltWolf But the manuel is genious! I would never have guessed that they used SRB's to put satellites in orbit. I thought they were for lift-offs only. After some trial and error I realized that if you planned the orbit with Precise Node or something, after you had the orbit and inclination correct, you could just waste the excess propellant in a third direction and thus not need to use your SafeSolid™ option.
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Thank you!!! I've been spending 30 minutes trying to assemble an Aerobee 100 now. Googling and looking at blueprints. I could only assume that it was finally official that I'm retarded. I've just started a new play through, inspired by Bob Fitch's Project Alexandria. So I try to recreate NASA missions. I'm using your mods and Bluedog Design Bereua's mod. I like BDB's "Manuel" and if you like I could try to make something like that for you. And maybe add some historical facts for each probe and stuff. EDIT: I installed with CKAN - just realized that you have added all crafts in stock ships folder. Well, I got it right in the end anyway