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Everything posted by Gfurst
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gfurst replied to ferram4's topic in KSP1 Mod Releases
Cheers guys This thread may get quieter now. So a note on the mod entirely. It seem FAR isn't remembering its settings, every time I have to input custom action into the menu, and to not show up on the stock toolbar. Stock toolbar, which by the way, when disabled, also doesn't show as a option for blizzy toolbar.- 14,073 replies
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Cool, I was just wondering as I've done the dds conversion too, might be worth the download then
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Cool, though I pressume KAS didn't catch up yet did it? (still tagged 0.9) Cheers for the update, well done. On another: guys... bookss =OOOOO Whats the possibility to allow custom books? Nothing too fancy, I remember a certain info box part, was really useful to allow manuals for certain crafts, access keys.
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Yup, I never payed much attention to it. Considering power conumption would also need to consider power generation which may not be easy to handle. In any case, I've built a test probe, in Kerbin orbit with no power generation, since I didn't have panels yet, So I may test this now.
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Not that what I've meant, some stuff like, simplifying the window, an supply helper in the editor, a monitoring window for the KSC scene.
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Unfortunately this seems more useful if I actually could code anything, All I know is basic of programming, which means jack for practical purposes. Still couldn't I make suggest changes? Like a pull request, a change but waiting for approval?
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Hey guys, first experimenting with this mod. Just to be clear if I get it: It revamps the inventory and grab system what was KAS, but without all that cool stuff it had? Mainly talking about the pumps, winches. Never got to use them, but seemed so cool.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gfurst replied to ferram4's topic in KSP1 Mod Releases
Guys, @Ferram and moderators Don't you seriously consider making some additional threads, like for example one for craft design and help, for all people to post their cool designs and ask for help about it. Maybe another one for development purposes, exclusively for bug reports and issues. And this one for balancing or trouble with the actual mod (or maybe the bug reports too). Don't you think that be helpful? currently this thread spirals out of control with several posts per hour. Its hard for me to shuffle to whats important or not, imagine you, who actually needs to find whats important.- 14,073 replies
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This is a nice one, hoping to see it back so I can test it. I have couple of questions: - With the new curves for stock jet engines, based on speed and atmosphere, how un-realistic it still is? (considering it has to be a simulation/game) - Do you intend to implement some proper engine parts? eg: It always felt wrong to me how the game interprets that very stub part of concentrated mass an engine, when it should be just an exhaust. - Turbo-fan and Props are in the plans, at least a code base so others and add models and parts to use it?
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He Roverdude how are you? I hope, spending some time playing KSP, or maybe enjoying life in the "alternative world". Anyway, I'm hoping on this mod coming along. There seems to be some quirks that need solving. And I really hope on the resource consumption and waste rates option, so I can settle my OCD disturbances. Anyway I've made some tweaks as always: // === USI Life Support patches === @PART[*]:HAS[MODULE[ModuleLifeSupport],#CrewCapacity[*],~CrewCapacity[0]]:NEEDS[LifeSupport]:AFTER[LifeSupport] { RESOURCE { name = Supplies amount = 1 maxAmount = 1 @amount *= #$/CrewCapacity$ @maxAmount *= #$/CrewCapacity$ } } @PART[LifeSupportMiniPack]:NEEDS[LifeSupport]:AFTER[LifeSupport] { @cost = 100 @mass = 0.01 @RESOURCE[Supplies] { @amount = 10 @maxAmount = 10 } } @PART[LS_Tank_125]:NEEDS[LifeSupport]:AFTER[LifeSupport] { @cost = 1000 @RESOURCE[Supplies] { @amount = 100 @maxAmount = 100 } } @PART[LS_Tank_250]:NEEDS[LifeSupport]:AFTER[LifeSupport] { @cost = 7500 @mass = 0.8 @RESOURCE[Supplies] { @amount = 800 @maxAmount = 800 } } @PART[LS_Tank_375]:NEEDS[LifeSupport]:AFTER[LifeSupport] { @cost = 60000 @mass = 6.4 @RESOURCE[Supplies] { @amount = 6400 @maxAmount = 6400 } } Adds a bit of life support on crewed parts. Some nerf on the parts so you really need to stock them up (they're roughly increased by weight for the stack tanks). I think it will also work well game balance, so longer voyages will required better recycling and life support. Oh, and I've also noted textures still need a dds convertion. Again, I'd be happy to help, don't know how to work github though.
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Ohhhh so thats what those means... bit more fun now, nicely done. I have a couple of microlab speakers, they're potent as hell I think 30W, no dedicated subwoofer, but built-in I think the same as these ones, which means a range of 70Hz~20kHz. Cool So help me out a bit more, this is my current config: (which is also odd cause I thought I had added some values there already) <config> <string name="InteriorVolumeScale">0.7</string> <string name="InteriorMaxFreq">300</string> <string name="LowerMachThreshold">0.8</string> <string name="UpperMachThreshold">1.2</string> <string name="MaxDistortion">0.95</string> <string name="MaxVacuumFreq">0</string> <string name="MaxSupersonicFreq">0</string> </config> pushing the Max frequency values means any frequency above it is discarded, only the below is heard, correct? Does the max distortion means how loud distortion will be near the wave area? Still having fun with it, works wonders for immersion
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Nicely done, what exact changes have been made to Endraxials?
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gfurst replied to Claw's topic in KSP1 Mod Releases
Might be a good time to bring this up too: The stability assist stuff, hold prograde retrograde and such, seems to behave much differently than the standard SAS. For example it twitches a lot a holds at a angle way from the actual target. Using Crzyrndm tool to tweak the standard SAS response values does nothing. And so it seems to be using a entirely different module. -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Gfurst replied to Crzyrndm's topic in KSP1 Mod Releases
Awesome Cheers!!! In the Assistant window, in the options check Pid "limits", then open the heading options, in the right column there should be "Max bank" (or something like that, its the first value). -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gfurst replied to Claw's topic in KSP1 Mod Releases
@Tontow Look for one Pilot Assistant mods, it provides utilities for flying the atmosphere, but also some options to tweak SAS, customize Pid values, so it will behave better like you want. -
That indeed a intereseting question, and I think the best answer is to use custom script auto-pilot like kOS or the other one. But due to complexity of them I've never managed to get even to orbit... Unless, there are some are pre-maid scripts that serve well for several cases. ORRRR you can do like me and disable the delay, if only for moment in time. If the operational limits prevent you to safely using, its ok. But using an scripted auto pilot is indeed awesome, start it up, sit back and enjoy the sight.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gfurst replied to Claw's topic in KSP1 Mod Releases
ORRRRR... just maybe, just maybe.... use the trim keys.... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Gfurst replied to ferram4's topic in KSP1 Mod Releases
Talking about engines, I was flying my humble attempt at a small plane, it reaches around 0.86 mach maximum, and I'm actually using MRS small basic engines, which is basically balanced to the regular jet engines. With FAR I can get up to 15k altitude, which is much better than regular stock limits, however despise the very low thrust on the engines, I get very low drag too, allowing reasonable speed to maintain level flight, above this altitude the engine flames out, but still there more than enough airflow. Question is? I'm aware of the new curve for engines and the change thrust due to speed, have there been any other modifcations to make air engines a bit more complex?- 14,073 replies
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Ok, did an experimental run today and it seems that TACLS doesn't handle well with only one consumption resource. Better stick with USILS.
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Awesome, actually learned by trying, so far seems pretty good, reflections are unbelievably beautiful. If anyone wants, I'm using a mix up of different authors, endraxials planets, pale color based suits, and diverse kerbal heads. Converted to dds. Skybox I don't think is needed as its pretty good in stock. Do a need a special config for the heads to what is applied to females or not?
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Gfurst replied to Claw's topic in KSP1 Mod Releases
Whaaat nooo.... I like that, don't delete it, if peoples are complaining due to lack of design competence, let them disable the feature on their own. (writing that knowingly that will create a disturbance in the force ) Maybe if too many people are complaining, leave it disabled by default.