kcs123
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Using multiple wings is possible, but also means more CPU usage when you use wings along with FAR mod, for example. Not sure about stock aero, don't even remember how it looks like 60 to 70 sweep degree is not too much in my opinion, but everythings falls in area of personal preference. If increasing possible angle couse too much trouble and litle gain then leave it as it is, otherwise it could be possible to swept more. I hope that I will have more time to test this, make some decent crafts and give more feedback. This mod deserve it. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
- first option will be most awesome and easiest solution for moders, but not likely that will happen - second - not likely that people will be willing and skilled enough to manualy edit craft file each time when you make changes in SPH/VAB editor - probably only solution, sorry, can't help you with perl, don't know if it is even possible to do thet trough bat file, maybe I could help you to create additional exe file in some more known programing language. So after saving craft file, you should be able to call program from command line like: B9_procedural_change.exe "craft_file.craft" Only problem is from my side that I don't know what need to be changed in craft files and I'm short with free time lately, so I can't prommise that I will be able to contribute at all with this on time. still don't think that is too bad idea to call external exe or dll to do the job. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
kcs123 replied to Starwaster's topic in KSP1 Mod Releases
Try to search forum for it. Someone has write nice tutorial recently about this. Sorry, can't recall exact link. You will need at least some knowlage of programming and get yourself Visual Studio to be able to change anything. Keep in mind that you will be on your own for that. Linux 64bit should be already supported, so you will not have to recompile for that.- 5,919 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
I don't have config for FAR, and this one is for B9 from 0.25KSP - ATM basic. You also should have info in comments inside config file for ATM mod. This is just example how you can override ATM main behaviour just for specific mod, you can do the same for FAR, but keep in mind that you need to edit this for FAR and your specific usage. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = B9_Aerospace enabled = true NORMAL_LIST { texture = B9_Aerospace/Parts/Structure_P_Clear-Half/model001 texture = B9_Aerospace/Parts/Structure_P_Standard-Frame/model001_NRM } OVERRIDES { B9_Aerospace/Props/B9_MFD/images/.* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } }- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
@Forty21112, are you using Active Texture Management ? If you do, try to use "basic" version, I got similar issues with agressive version of ATM. Icon was purple in my case, but I was able to click on icon and open FAR gui.- 14,073 replies
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Thanks for clarification, thinking about it, I find by myself that it could be usefull for people with 2 monitors or extra PC just for kOS terminal. Specialy for people that want to make nice videos, kOS terminal would not use screen space, so craft can be shown with more zoom, etc. Missed other possible usage, don't know if I would go for it, but it is good to know that can be used for that. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Alowing connection by default to only 127.0.0.1 is reasonably enough security feature, don't see purpose to deal with ssh connection just for making this mod running. However, people that already use LAN to access kOS from other computer and edit script while on first run KSP game, may found that 127.0.0.1 is not enough. There should be option to add LAN network adress in filter to alow 127.0.0.1 and 192.168.1.0 network for example. Of course 192.168.1.0 should be editable and explained in warning message where and why to edit this. This will make some simple firewall that will suffice to deal with simple security issue. Users that need more security will have to deal by themself as you already mentioned. They should know how to make ssh tunel and solve it. Other then that I don't see why to waste time and effort to making it more secure, it is better to use that energy elswhere. Btw, I missed earlier posts about including telnet protocol in kOS, why you want to do it ? What will be improved with kOS if telnet protocol is available ? It is already possible for people who need it, to make shared folder and allow acess to kOS script folders to be editable over LAN from some other computer, not just account on same PC. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Thanks, looks nice, just tried few scripts from this thread, it will be more fun to customize kOS scripts trough notepad++ Black color for numbers fits nice too. Now that green is not for numbers you can use that for lines that begins with "//". Light gray italic is good for comments too, but with green it stants out more out of the rest of code, when you need to stress out some important stuff in code that need more attention. I can custumize it further for my personal purpose, so there is no need to make it for public if you don't want, it is just another positive feedback. Thanks for making this, it will be put to good use soon -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
That is nice touch for kOS and KSP. Still didn't have time to upgrade my crafts for 0.90 and finally give kOS some love that deserves. Didn't even think about it to do editing in notepad++ instead of ingame terminal, that will comes handy when I mess up and need to debug and find what was gone south Now, some critics about color scheme. I think that lot of people use Visual studio, at least those that have some basic programming skills and don't afraid to use kOS. In visual studio for c++ and C# green is commonly used for comments, so don't use that color for numbers, could be confusing for people that shift from different kind of languages in one day. Suggestion that will more fit with C++ or C# Flow control -- navy blue, bold, italic Standard commands (SET, etc.) -- blue Functions (things with parentheses after) -- black, bold Things in quotes -- Red LIST type things -- brown Other recognized words (like :suffixes and 'ship') -- object like keywords - aqua or light blue Operators ( + / and, etc.) -- blue, can stay blue, but since red is used for thing in quetes could be purple Numbers -- orange - more fits existing notepad++ color schemes, some editors use blue, some black, no consistency here, but avoid green Just personal preference, some may or may not agree. -
To update CKAN itself you will need separate exe that will only download latest CKAN, extract files and install latest version of CKAN. So, from CKAN gui run the check and if there is update for CKAN available run that downloader exe and exit CKAN. You need to exit CKAN because, otherwise OS will not alow it to delete/overwrite old exe on install. Checking local current version and version on internet should be simple enough. Hope that this helps.
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I think that you guessed right. With struts you can only strengthen up conection of different parts and make craft less wooble when you turn on engines. Pipes are usefull when you need ability to transfer resources, but does not provide same strength force as struts. Whinches can be used for easier docking, you don't have to be precise to be able to dock with another craft and transfer resources between parts. You need to have docked connection for that. If you don't have docked connection than whinches are still very usable to move heavier parts around, those that you can't carry with EVA. I think that latest is most obvious whinch purpose.
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A more intuitive tech tree
kcs123 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Thumbs up for that. You have put a lot of effort to sort parts/tree nodes to give all of KSP better gameplay expirience. I hope that devs will put it in the next release, it should not require too much for developers to improve it. And I hope it will be as stock release, so you can enjoy playing game, rather then moding it. Unfortunately, I don't have much time to play games at all lately, so I can't give you proper feedback, but thanks for making it. It is on top of list of mods that I need to try as soon as I got time for that. Cheers. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
kcs123 replied to DYJ's topic in KSP1 Mod Releases
It is described in the first post of thread. First attach desired wing on craft. Then hover mouse over the wing and press "G" key. While you hold "G" key move mouse (up or down depends if you want to strech it or shrink it). I suggest that you first strech wing with "G" key and after that change shape of root (how wide wing is near hull) by holding "B" and moving mouse. After that use the same to change size of wing near tip with "T" key. Once you have desired size, use "G" and left-right mouse move to change swept of wing. For advanced users it sounds like stupid qestion, but for noobs to this mod it is not so intuitive, it require some time to figure out. -
In case of corrupted downloads it does help. I have made patcher/dowloader for some of my projects using functions from windows API, same one that IE uses. Problem was with frequent updates. I overwrite original filename on webserver on each update, so I don't have to change URL on clients - it remains the same. When client updater download file once it remains in temorary internet files folder and if you try to download it again, windows caches that file from temporary internet files folder instead to download it again from server. Sometimes wtih unstable network connections file is downloaded corrupted and when you try to download it again it is "downloaded" again from cache, that way you you got again corrupted file. After I upgraded my own updater/downloader that before download it clears cache, I didn't got more problems with that. I was thinking that the same thing is with CKAN, didn't know that is known bug because of some other reasons.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
I know how to get rid of parts that I don't need to make room for other mods. Not all people know that and at some point any moders have to make hard decision to abandon obsolete parts. When this mod is finished it will make a lot of other wing parts pretty much obsolete. People who have planes on rails should deceide will they upgrade to latest B9 or not until they finish tasks with those planes, put them in hangar and upgrade with new wings. KSP is still heavy in development and more then plenty other mods as well. At some point you will be forced to make choice what to maintain further and what not. If you develop far better parts for same purpose then it is better to put effort in some new stuff then waste time and energy on stuff that most of people will stop to use anyway. Just a suggestion, not everybody will like it, but it will make modders life easier for sure. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
kcs123 replied to bac9's topic in KSP1 Mod Development
Besides different look, those textures could have effect on different maximum heat tolerance, cost, weight per volume etc. I fall in love with procedural wings, (not only this mod) due to game better performance, easier to build whole plane and better L/D can be accomplishend then building whole wing only from stock parts. In way how KSP calculate aerodynamic (even with FAR, actualy especialy with FAR), large wing consiting of several numbers of smaller stock parts is calculated as each wing produce drag like they were not connected to each other. With Pwings that problem is solved, you can create only one larger surface area and only that part produce drag as it is first node that flaws trough air. Also B9 is one of essential mods to install on each KSP version. Problem is that with each KSP update, there is more and more stock parts leaving less room for B9 and other mods. So, once you are complete this mode, are there any plans to merge it with whole B9 mod and maybe abandon existing B9 wings with this new Pwings ? That will give some room for other mods as well. Also, if you want to go with this different textures/effects, maybe it will be good to spread different wing textures across tech tree ? So, lower maximum temperature wings could be available sooner and texture that gives higher temperature tolerance will be available in higher grade science node on technological tree. That is jus one example that pops up, there is plenty of possibilities. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
kcs123 replied to Claw's topic in KSP1 Mod Releases
I didn't have much time to play KSP at all since 0.90 is released, but it was worth to wait for all kind of fixes. Not only from Claws, but from oder mods too, but that is great job on that one. Thanks Claw, many of KSP players will be grateful for this fixes. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
You should run mach sweep analysis in editor. That should give you answer at what speeds your plane is unstable. Usualy unstable speeds are between 0.8 and 1.4 mach, but it vary slightly on each plane design. Slight unstability can be tolerated in that transition area between 0.8 and 1.4 mach, you should focus on stability with low speeds up to 0.8 mach and 10km altitude, that should provide most fuel efficient plane and for supersonic speeds you should check 15, 20, 25, 30 km and speeds 2 - 6 mach. Those should be "green". You may also check links in my signature, hope that this will help you.- 14,073 replies
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Based just on look at picture, I think you can put nodes about 4 pixels closer to each other without conflicting lines. Doesn't sound like much, but with so many nodes you can profit from that. There is also some space to move higher grade nodes slightly offside from root nodes that will give you few extra pixels of space. Flowchart arrows looks a bit odd, but not much, whole tree is much better then a stock one, even if it is not that stylish.
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A more intuitive tech tree
kcs123 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Thanks for reply, it have more sense now. Then it is better to unlock few "essential" nodes at start then give player science points. Someone new to KSP could spend points in one "tree", leaving him without enough points for parts needed to complete starting contracts and earning new science points. Those starting nodes should not have much parts, but should serves as starting points to give better clue how new tech tree system works. Either way, your tech tree looks much better then existing vanilla science tree. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kcs123 replied to ferram4's topic in KSP1 Mod Releases
Before going for FAR tutorial, your first stop should be Basic Aircraft Design thread. It provides usefull tips that doesn't apply only for FAR. On the last pages on the same thread I have already wrote links for additional usefull tutorials. Wanderfound filled gap with additional links few posts below mine. You may also check links in my signatures, although mentioned craft files are obsolete and I didn't have time to rebuild them for 0.90, still provides good examples. Hope that this helps for starting. Other then that learning with "method of failed attempts" also works- 14,073 replies
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
- making kOS integrated within each command module could solve several problems with detection if some craft is debris or valid plane/rocket - similar how Dennis6492 have embedded MechJeb2 in each command module. You will no longer need separate part just for functional kOS, saving some memory for other mods too. Whoever use kOS mod will most probably want it on each craft, like I still depend a lot on MJ (using it mostly for maneuver node creation, MJ don't like FAR much ), so having it automaticaly embedded in each command module makes craft design less tedious when you need to save kOS part from aerodynamic forces or high temperatures on deadly reentry. Here is how module manager config for embedding MJ looks like, maybe you can use similar way for kOS. Advantage is that it doesn't change any parts, so any craft is still functional if you remove kOS from your game, except that kOS script will no longer be available and whenever kOS is updated, it will be updated for each craft in game. Dennis have also included locking/unlocking MJ modules as player have unlocked science technology, don't know if that is needed for kOS @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 } } } } - that solves one part of problem, to solve unwanted control input, kOS shuld have command like "LockPilotInput/UnlockPilotInput". Contract could be considered as fullfilled only if lock pilot controls is not toggled until all contract condition is accomplished. - As Cpt.Kipard mentioned, it will be good to talk with people working on KerbalEDU. Beginners contracts should be in a manner to teach new players how to write simple programs. Once some simple contracts are fullfiled, it should not be longer available on contract board, just like reach 10 km altidute contract is no longer available once you go above that limit. That will solve abusing simple contracts for grinding more and more money. Most of kOS users already have some basic knowlage in programing and found kOS as valuable mod, for beginners contracts should have some simple tasks that will be doors in secrets of programing. Advanced users could find this kind of contracts tedious, but for them could be another featured contracts that will teach them on kOS specific commands/syntax - how to reach certain craft values, what is available to read, what can be modified and what not, etc. There could be contract that offers complete scripts, but with errors in it, so player have to find errors, correct them and build suitable craft that will make that kOS script usable. So, to some degreee, contracts could be used as going trough kOS documentation, but not trough reading those, but rather to find it inside game. More fun to learn stuff from playing. Hope that this helps in decisions. -
A more intuitive tech tree
kcs123 replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Great progress on that new tech tree, only drawback is that is hard to track down where starting tech node is placed. If it is possible, maybe to change icon color for starting root science node, just for easier understanding how other nodes are connected together and what are all dependencies starting from basic node ?