kcs123
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Everything posted by kcs123
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
kcs123 replied to blowfish's topic in KSP1 Mod Releases
Kp is the proportional gain, Ki is is the integral gain and Kd is derivative gain of PID controler. It is easy to understand but hard to master topic. Link on wikipedia PID page might be a good start to look for more info. Or if you prefer video, here is small tutorial that explain everything in simple way to understand. In essence, PID controller is very powerful tool that is used almost everywhere in robotics or in any kind of automatization. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
follow link in post aqbove and install manualy. CKAN link is not reliable if you use it for this mod. It install only part pack without plugin and that parts will not work properly with next version of plugin due to different varable names used in part config file. You will get both, legacy and new parts as well as new plugin that is reasonable stable for decent gameplay. There is still few issues that need to be ironed out, but it is more/less easy to avoid them if you don't abuse scaling parts too much. -
I guess that could be avoided with 2 parts that can be scaled instead of just one. For example extendratron or hinge that can be scaled from small- (or even smaller) up to mediom size or whatever still looks good enough while scaled up. And other same looking extendratron that could be scaled from medium size up to large+ or whatever it is called. Each of part in config file could have different position of joint, that should solve issue. I don't know if it is possible to change joint position within just one config file for part, depending on chosen scale. Such thing should be allowed from tweakscale plugin. @pellinor could tell more about possible options here.
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Next version of GAP might be a reason for me to buy DLC as well. I become short on free time to play KSP lately, and DLC does not bring much new. Several new stock parts that mostly already have replacement trough mods and custom mision editor that already exist for a long time in a diferent way trough CC and contract packs like GAP. Being short on money too DLC will have to wait for some time until I grind some real life money for it. I hope that by then things will be more stable when comes to KSP 1.4.x and mod updates. Anyhow, happy to see that you have regained passion and available free time to work on GAP.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Look in Infernal Robotics Next thread. -
With using IR mod ? In the past I have created pretty strong mechanizm using extendratrons instead of hinges. Still searching for stronger and more simple mechanizm with WIP IR next plugin. It might require more tweaking with part config files to achieve personal goal. Possible working idea can be found in linked thread in my signature and here is direct link for imgur album how development looked like.
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Use KSP foundary wheels. And landing legs from USI MKS. Those do not do autostruting, so you will not have issues with combining them with IR parts.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Yes, that one should be latest stable created with old IR plugin. -
You should be happy that it is only 20 hours Better don't even ask how many hours were spend already in development and testing of this. And you will going to have 20 hours or even more of joy when you are going to recreate your craft. You will probably spend much less time in next attempt since you are mostly know how to recreate your craft by now. And after that you can enjoy even more in creating new crafts and improving your designs.
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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
There is forked version that is updated for 1.4.2. You can find it following this link: -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
kcs123 replied to Probus's topic in KSP1 Mod Releases
TCA does not have new parts, however, for certain features it is necessary to unlock some tech tree node. Only after you unlock certain node, you can use RCS balancing or automatic landing, for example. If you got different name for tech node from stock then TCA tehnology would not be unlocked properly. Or if you got shifted same stoch node name far back in tech tree it may not be properly balanced game progress wise. Probably it would not be too hard to write MM patch for it, but can't tell you more of it from top of my head without inspecting config files for exact names.- 1,028 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
kcs123 replied to blowfish's topic in KSP1 Mod Releases
No, not really. But if you are not familiar with folder/file structure and confortable doing it manually, you may consider using Janitor Closet mod. It allows you to remove parts you don't want/need from SPH/VAB editor while keeping everything installed. Might be more comfortable for you using that.- 641 replies
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Well, you might need to set new limit. Let say if unity joint limit is 1.0 (for translation) you may set part limits to be 0.9 or 0.8, whatever would prevent going beyond unity limit of 1.0. If possible of course to do something like this with unity, can't claim that I'm familiar with it at all.
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I'm not sure if I like to have such parts in game. It is more than a half of fun to have multiple "lego" parts that you can combine and discover for yourself if something work properly or not, discover flaws in your own designs and how to counterpart those flaws. I understand that there always will be users who would want something that is ready to plug in and play (or pray) with it.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
kcs123 replied to DMagic's topic in KSP1 Mod Releases
I'm not sure if it is good idea to add per biome science for each science part. It make sense to do it when you look from only one point of view, how such part work in real life (or should work), would be cool to have such thing etc. But you also need to look things from perspective of gamebalance. Some parts already can yield too much science points compared to stock game parts, so it is possible for game to become too easy. That then leads that you need to reduce science points reward per part or in general trough difficulty reduction. Depending on technology node where some science part is available, changing science yield trough game difficulty settings might be too much early in game when you are still not able to unlock part X from DMagics mod. That lead to conclusion that changes have to be made per part basis. It would not require to change science rewards and behaviour that should be pe rbiome or not on one part only, it would require changes for whole set of parts to re-establish proper gamebalance. -
Check out your autostruts. Such thing is nothing new, usually happened due to autostruting on IR parts where you didn't want to be. It is hard to see craft configuration from video, try to make some screenshots from VAB, or share craft file with minimum parts from other mods involved so it can be examined what is going on if it is not case with unwanted autostruts.
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Well, I build spaceplanes since KSP 0.25 using B9 parts, using legacy version of procedural wings and new B9 procedural wings. What you ask for to get superstrong wings might not be possible, at least not without cheating by removing aerodinamic failures and similar. And it is good not always have superb parts to create what you imagined how it should behave. It suppose to make you thinking out of the box to get different solution. Unlike you, I have created SSTOs with both design aproach, with small wings and high TWR crafts and oposite, with large wings and small TWR. What I was suggested is to try different aproach to solve your problem, would you follow advice or not it is up to you. As far as I know thikness of wing does not influence strength of joints between wing and other parts. It does help with fuel storage inside wings, though. So, you can't make wing joints much stronger than currently is without altering config files or changing game engine physics.
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Yep. That would be nice. Even it is produce spamm in log, it would good to have it because part developers or people like me who only mess around with config files will be able to find issue quickly in log files. Or even if they don't find it it will be easier for you to tell what happened from provided log file.
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No wonder. 0.8 Mach at sea level and even slight push can cause high G load on wings. Try to redesign your craft, to be able to take off with 0.25 to 0.45 mach. Roughly between 60 and 120 m/s. You can use different aproach in this, having large wing surface area that provide decent lift at low speeds and minimum amount of engines used (low TWR, 0.2 up to 0.35 at sea level) or if you prefer smaller wings you can use more engines that would provide higher TWR. Higher TWR, not necessary larger than 1 with combination of high AoA early after take off can help you to achieve this. For high AoA early on take off it is essential that you have good tail clearance and your rear landing gears need to be close as possible to the CoM. You can always use more struts on wings, to make them stronger. Or use KJR or stock game autostruts on wings to make them stronger. But even with it, your main issue is too high speed at sea level and expectation that parts need to be able to sustain it.
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Anyone care to make some simple models?
kcs123 replied to whale_2's topic in KSP1 Modelling and Texturing Discussion
Have you tried creating some mech-a like craft with WIP IR next plugin ? I become quite a short on available free time for playing KSP and I was unable to continue testing with foldable wings, how strong IR joints need to be, discovering bugs and giving proper feedback. Feedback from someone who know how to create complex crafts with IR parts will be of high value at this stage of IR next development. We all want for IR to be good as much as game engine allows it, to be able to create even more crazy stuff. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
Probably steam messing up with your install files. I can only recommend for steam users to keep original KSP folder stock and copy whole KSP game outside of Steam/ProgramFiles. That way you will know for sure what version KSP is, less likely that steam will mess up your moded game, and you will always have latest "mod friendly" version of KSP while waiting for favorite mods to update for latest version of KSP. And stock game still can be up to date trough steam, just copy latest main game folders elsewhere when you deceide to update everything, mods and KSP to higher version. -
Sounds like faulty install somewhere. IIRC, such things were happening/reported in the past and reason was mod not being installed properly or removed properly. Check out if you have some empty folders from some other mods. Also more apropriate place for asking questions about procedural wings is in procedural wing thread. Despite original author is no longer active, other users might be able to help you.
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I hate when such things happen. Therefore, I always keep at least one keyboard and mouse in reserve. Cheaper ones than I use on day basis, but those suffice when Murphy laws kicks in in worst possible moment. Anyhow, nice to see progress made despite no longer have enough free time for KSP lately.