kcs123
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Everything posted by kcs123
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I'm glad that I was of some help. And figured out when it was worked for me, it was in KSP 1.0.5. when I made this one: I know that reverse thrust was working back then. Don't know if any other mod have decent electric motors beside KAX. Anyhow, at least you have narrowed down issue, take your time to take care of it. EDIT: And another example that worked for me in KSP 1.1.2. That one used IR parts to hide skiding in cargo bay.
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IIRC, reverse thrust worked on electrical engines on older version of KAX and KSP (1.2.x or 1.3.x don't know exactly). Might be good idea to check out older versions of mod and KSP. Could be missing modul in part config file or it could be firespitter mod that cause culprit. IIRC, KAX depends on firespitter and relation between two could be issue. I hope that this info provide more help than it could lead toward looking in wrong direction.
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
No worries, no harm done . Still lurking forums, it maintain my knowledge of english language at reasonable level, although real life hitting me hard, so no longer have much time for playing game as I would like to. Attempting to help people as much as I can and as much as I can recall from past, though. -
Basic Aircraft Design - Explained Simply, With Pictures
kcs123 replied to keptin's topic in KSP1 Tutorials
Nice to see your comeback to KSP after long hiatus. Quite a lot of this guide is still valid even for KSP 1.6.x and probably would be for several next updates. Sure, there some obsolete things, like drag bug being fixed and some new bugs introduced with KSP updating on new unity game engine (wheels autostruting can be issue in some cases) etc. Also, would be nice to see some new tips with more knowledge gained and new stuff become available in KSP itself. Regardless, welcome back to forums. -
You might want to try new tech tree mod instead of stock: It is kind of continuation of SETICtt or UBM mod that is no longer updated. I also liked to play GAP career along with KAX mod. KAX mod is not being updated for some time, but there some info that it might be updated soon by other maintainer. I also like to build heli for purpose of gathering those science points trough ground surveys over various biomes (temperature/pressure measurments, seizmic readings and few from DMagic mods). Not only for that contract from GAP to land on VAB roof (I don't even recal if I even try that one). kOS come along with that quite fine with my own scripts to assist hovering and altitude control trough PID controled throttle, while I was steering craft manualy.
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- contract configurator
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IIRC, it was only thing violated at some point, due to rush to make binary available for others for quick testing. Otherwise source code was available too, although slightly obsolete due to mentioned rush. But, yes, rules are rules and should be respected for everyone benefit on the long run, despite being tedious obstacle sometimes.
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No worries about that. Community would notice such things reasonable soon. At least this thing is one of easieast to fix and probably one of most tedious at the same time. Regardless, thanks for keeping this mod alive.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
kcs123 replied to cybutek's topic in KSP1 Mod Releases
Don't be harsh on yourself, such things happens when you are using copy-paste-edit workflow. IIRC, only version number or better said version number inside filename confuse sometimes CKAN bot when it is sorted as string and not recognize latest version as last one if it is on wrong place on filename list. Otherwise you should be fine. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
Any info about font color legend ? Meaning of red,green,black text in SpreadSheet ? -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
Would you need or not need wings and control surfaces from other mods depends quite a lot if you are using any of procedural wings mod. Someone who use B9PW for example, would only need those and maybe few stock parts like tail wings, canards and such for early rocket designs where gimbals are not enough for steering craft. So, if you recall Yemo's SETICtt, he has put for that reason quite a few aero parts in 1 science point cost node for people who need those and without breaking much overall gamebalance. Fuselages, cockpits, engines and air intakes are different story, though. So, it might be a good practice to have such 1 science point parts just for wings and similar parts tied to more advanced tech tree nodes. That way, SPH/VAB editor would not be cluttered with parts that you might never use trough careeer game. That was good workaround before Janitor closet mod become available. -
I think that APP is already covered in Unkerbaled start mod, but haven't tried it for myself, so take it with grain of salt.
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- helicopter
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There is new Unkerbaled start mod in development, though: Following same idea as UBM mod and developing it further.
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Not required, but in the past GAP worked quite fine with FAR. Haven't checked latest KSP version and latest FAR and GAP, so take this with grain of salt.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
kcs123 replied to Shadowmage's topic in KSP1 Mod Releases
I can't speak for others, but I could live without old textures just fine. Some old craft designs might look odd at first, but it's not big deal for me either. While I used to transfer craft designs from old KSP versions in the past, I got better luck with re-designing new crafts trough career from strach whenever new KSP version drops. Less strange mod interactions and unexpected behaviour that way. Though, I'm more practical person and care much less about craft aestetics. As long as my kerbals can land and take off again, I'm good -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
kcs123 replied to Shadowmage's topic in KSP1 Mod Releases
There is always a good reason to re-invent a wheel -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
kcs123 replied to SpinkAkron's topic in KSP1 Mod Releases
FYI, Yemo used to modify old (deprecated) squad parts with it's own configs. Early aviation cockpit in SETI is such part, for example, meaning as such, mesh and textures does not fall in ARR licence. Config file for it need to be rewritten, though. Similar is with SETI probes. Stock mesh model and textures with custom part configs to fill the gap between stock science node tiers. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
IIRC, about time when KSP 1.3.x was latest release, but it was also backported and supported for KSP 1.2.x for a while. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Could be that you created those crafts with IR next parts, perhaps ? Both, old IR and IR next parts have same mesh models, textures and descriptions, but have different names in config files and use different MM modules(configs) on parts. Som, it is quite likely that you have some IR next part on those crafts or maybe from some other mod that you currently don't have installed. -
That blowing legs on video does not look it was moving too fast. It is rather some strange reaction between part colider and ground colider. Might be a case that Squad changed something between KSP verions ? Have you tried using ordinary truss instead of air intakes ? IIRC, truss was having quite high impact speed tolerance.
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[WIP][1.6] Infernal Robotics Sequencer (NEXT) 3.0.1
kcs123 replied to Valren_Starlord's topic in KSP1 Mod Development
It is not clear from OP, is it intended to work with original IR plugin or with new IR next plugin and new configs for IR parts (compatible with IR next) ?- 30 replies
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Seems to me that something was not loaded properly when MM do it's thing when you start game. You should upload log file on some cloud (dropbox, pastebin, one drive..) and post link for it here. Screenshot of gamedata folder might help as well. Most probably you missing something silly, but you need to help devs to be able to help you.
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There was numerous reports about non working "J" key, not only for this fork, but for other (older) B9PW forks/releases. Also from KSP 1.3.x up to KSP 1.6.x veresions too. Might be even earlier. Some people were said that they solved issue by re-install, but noone reported about exact conflicting mod or something else. For others it just works, so it is hard to tell.
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Sorry, don't have much clue for this. Similar issue #2 with loading crafts happened with previous KSP releases and with old IR version too. Happened more often with using time warp. In old IR plugin there was option on IR part right click menu to reset position of IR parts on original positions. It is hard to tell if it is same bug you are have or something new. I have not encountered issue #3, so can't tell much about it. It might be easier to find out what is going on from log files, but with developer limited free time it will be hard to tell when you can get answer what is going on and how to avoid issues.