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Everything posted by Johnny2000
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@Diazo Aha Nice to know. I guess I can have my cake and eat it too - or however that saying goes @Snark Thank you for teaching me about how to use MM syntax's (is that the right word?). Now I have been able to move KSC to a more Cape Kerberal-ish latitude. It's fun to do changes that you make yourself and not just download what other people makes. Albeit my little "mod" is completely dependent on other peoples mods.
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OK, thank you. I'll give it a try on Realistic atmospheres.
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Hello again. I have one more question for you. Really nice mod btw! Love it! What is the difference between Realistic Atmosphere or not. I se that there's lot going on inside the config-file but what difference does it make. except changing the Kármán line from 87.500 to 70.000 meters. I'm playing with RealSize set on btw.
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He he you won't hear me cry. I don't need 255 shortcuts, I only used it to add something I had forgotten if I discovered it after I had reached orbit. I rather prefer to just press 1 and 2 (for me; deploy antennas and solar panels) before I send my probe to Venus or somewhere. Edit: I guess your answer explains why the things that went in to Abort, Gear etc. worked, but not Custom01, Custom02 and so on.
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That's what I thought, but the culprit was ActionGroupExtended, and that's why I thought I got it wrong. Sorry if everything is a mess here, but doesn't seem like my browser auto update the thread, so now I see that you have written tons of stuff I haven't read. Maybe it has something to do with me having set my connection to metered in windows.
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Yey, finally got it working. Please don't shoot me, but I figured out that your mod isn't compatible with ActionGroupExtended. So it wasn't just me doing everything wrong You are partially correct as well. The pod you linked to is old. I've checked several pods, and they've got a ModuleDataTransmitter. But it doesn't matter. Now this may not be pretty, but at least it works // Extend/Retract stock antennas added to group Custom01. @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]]:NEEDS[DefaultActionGroups]:FINAL { @description ^= :(.)$:$0 Antennas toggle via action group Custom01 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleDeployableAntenna actionGuiName = Toggle Antenna defaultActionGroup = Custom01 } } // This part is for the antennas in Bluedog's mod (and possibly many other?) @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[~antennaType[INTERNAL]]], [!MODULE[ModuleDefaultActionGroup]]:NEEDS[DefaultActionGroups]:FINAL { @description ^= :(.)$:$0 Antennas toggle via action group Custom01 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleAnimateGeneric actionGuiName = Toggle Antenna defaultActionGroup = Custom01 } } Sorry about not reading your post, but I started to type, and then the game finished loading and I forgot about it, meanwhile you edited it. Well, now I have to figure out why this does not work with ActionGroupExtended, but I'll save that for another day.
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That page is before 1.2 update. I guess all pods, probes and stuff now has an internal antenna for use on the Comm-net. You know, for vessel control. However, they need a Kerb-net antenna to transmit science. Now this wasn't easy. Waiting for the game to load now. Fixed some typos. Maybe it will work this time... How do I know what actionGuiName to use?? Google has not been my friend
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You don't happen to be a teacher, do you? Carl Sagan couldn't have given a better reply Yes, I wanted to cast a wide net, instead of adding unique parts. So if I installed other mods that contained antennas, they wouldn't need a new or edited .cfg -file This is a few months in to the future. I have plans for a few mod. To make a long story short. I've been ill for some years now. Starting to recover and are playing KSP for the first time in two years. Anyway, I have been using SketchUp earlier, but I understand that Blender (or Maya if one can afford it) is much better. So I guess I have to start with that yellow submarine tutorial in Blender. I feel that nothing I've learned in SketchUp is applicable to Blender. I had a vague hope that the part.cfg -file maybe was at play. So I tried to use :HAS[#antenna] I haven't tried it yet, because I think I see a flaw in this, and that is using ModuleDataTransmitter . Because pods and science labs also have this, event though they don't have an antenna. But I think I understand better how MM works now, and I'll try to play around untill I get it right.
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Ah, sorry for bothering you then :-) Thought they were optional and only the bold ones were required ;-)
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Hi, I just can't get this to work properly. The game loads but I get 10 MM errors. - 6 errors related to GameData\StockalikeSolarSystem\Configs\Bodies\NeptuneSatellites\Triton.cfg - 2 errors related to GameData\Sigma\Dimensions\Configs\ReDimension\atmoScale.cfg - 2 errors related to GameData\StockalikeSolarSystem\Configs\Extras\Descriptions.cfg So after the game has loaded and I try to enter a new sandbox game, the screen is black except the menu framework (time and stock toolbar) This is a clean install with only the following mods installed: - Kopernicus - ModularFlightIntegrator - Sigma - StockalikeSolarSystem ...and ModuleManager I tried just for fun to remove the two affected files (Triton.cfg and Descriptions.cfg) and the game loaded without errors, but still black screen in a new game.
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This was a handy mod, and I thought I could add Antennas and other stuff myself. I mean, How hard can it be? I see that you are planning to release a cfg for antennas, but I am an impatient man ;-) Here's what I got: // Extend/Retract antennas added to group Custom01. @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]] { @description ^= :(.)$:$0 Antennas toggle via action group Custom01 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleDeployableAntenna actionGuiName = Toggle Antenna defaultActionGroup = Custom01 } } // This part is for the antennas in Bluedog's mod (and possibly many other?) @PART[*]:HAS[@MODULE[ModuleAnimateGeneric]:HAS[#antenna]] { @description ^= :(.)$:$0 Antennas toggle via action group Custom01 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleAnimateGeneric actionGuiName = Toggle Antenna defaultActionGroup = Custom01 } } I got the second part working if I only used [ModuleAnimateGeneric] but then almost every item in the VAB said: "Antennas toggle via action group Custom01 by default". What am I doing wrong. Btw. I am completely noob to MM cfg's. However I did manage to make one work for another mod :-)
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I'm not gonna argue with you about what is a "safe" ejection and what most ejection seats are capable of. Anyway, originally I wasn't asking linuxgurugamer to make a new version. I was simply just asking if it was possible for me to add a line in my MM-script that specified the direction. Now I know it is not possible, and I leave it at that.
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But you do know that the Gemini capsule had ejection seats? And that they were capable of ejecting the astronauts from the launchpad? The argument about ejecting upwards from a side mounted hatch on the cockpits in KSP is still valid I think, since almost all ejection seats thrusts the pilot upward during an ejection. There are exceptions. At the top of my head I can think of the Starfighter, the Valkyrie and I think the Hustler, all ejected the pilots or their crew pods downward.
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Sorry for late reply. I'm on a metered connection and my daily quota was used. Had to wait until after midnight. Made a video: As you see it mostly ends in tears, except the last one. What I am trying to ask is if it is possible to make the ejection at angle of 45 degrees up of the hatch, instead of having it 90 degrees perpendicular to the hatch. This would not only be useful for launches, but also for low flying aircrafts with the escape hatch on the side of the cockpit. PS! Since the pod is made from two other mods and your mod, I thought a .craft file would be useless for you.
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He he, yes I know that, But when I assemble the pod on top of a Titian rocket, ready to launch the Gemini III mission then the hatch will be on side, not the top. And if your other mod, Kerbal Launch Failure, messes up my launch, then I need to eject them ;-) (I have started a new career where I play hardcore with no saving or reverting, trying to replicate the NASA missions.)
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I'm not sure if I understand what you mean? If I rotate the pod I will only make it worse ;-) I didn't use the ejection part. I just added it to the Pod using a module manager script. Right now they eject pretty much perpendicular to the pod and follow a ballistic trajectory until the chute opens. Now this will work if I use a 300 meter tall Titan rocket! I was hoping I could add a litlle script that made the kerbals eject like 45 degrees forward. because that would solve everything. Sorry for pestering you with this. I know you maintain like a hundred mods.
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Hi, I have added the ejection module to my Gemini pod and are currently undergoing testing at KSC. But is there a way to angel the ejection, let's say 45 degrees? Quite a lot of Test-Kerbals have made the ultimate sacrifice so far. Johyo Kerman and Gusgris Kerman refuses to fly their first mission before this is sorted. This angle works barely: This is the MM code I've used:
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
Johnny2000 replied to jfjohnny5's topic in KSP1 Mod Releases
Perfect! Just what I have been looking for. Will try it out tonight. -
No, not at all. If you are happy with the values I can ask NathanKell to incorporate it with next RF update. But if you change the part names to something different like F12_Fuel_Tank, let me know so I can update.
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Hey! I love your mod and I am also a big fan of Ven's work, so it was easy to fall in love with your style. 1.8 parts are perfect for moving on from my Mercury Redstone to Mercury Atlas (Yes I know about FASA, but trying to keep memory usage down, so I have FASA on a seperate install) Anyway, I took the liberty to make RealFuel configs for your tanks, but in order to do so, I had to rename your models in your part.cfg - I have just removed the spaces between, ie: F12 Fuel Tank has been changed to F12FuelTank. You should think about that in your next update. But I have included modified part.cfg for all fueltanks. You can find it in my Dropboxfolder
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Johnny2000 replied to Ven's topic in KSP1 Mod Development
Now I have made Stockalike RF Engines configs for the three variants of engines (909B, SkipperB and SnubOtron). I have also fixed the Realchute configs for the Mk26 and Mk5-R parachutes. (I think the values should be ok for a Mk26 on the Mk1 pod and three Mk5-R on a Mk1-2 pod) Download it from my Dropboxfolder -
First of all I have to thank you for a fantastic mod. But to make a two hour long story of cursing and swearing short, I figured out that CKAN is dependent on the the stock "readme.txt" file in the root ksp folder. You know when you are slightly OCD then you do some cleanup in the folders. And suddenly CKAN told me that I had to select KSP install and I could not select my install which I already had installed several mods with CKAN. Kept getting the message: .../Kerbal Space Program/ is not a valid KSP folder.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Johnny2000 replied to Ven's topic in KSP1 Mod Development
Since there is no Realchute support for the Mk26 and the Mk5-R droguechutes, I took the liberty to fix that. I have no idea if this is properly done, but it works for me. And I just have to tell how much I love this mod :-) Edit: Go to this post