kcs123
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
Alternative to CKAN and what it can offer is to install everything manualy. You can also try to upgrade KSP on existing older moded KSP instance, but that will most probably result in broken game and broken mods. You will have to find and remove broken mod by hand until you settle up with stable working set of mods. You will probably going to be on your own here, because even modders would not provide support until they update their mod for latest KSP version. Asking for mod authors for additional variables in version files, to tell what mod version works and it is supported for each KSP version will be way too much. They already devote quite a lot of their limited free time to deliver mods to community and all that for free. Similar goes to folks that maintain CKAN. They do whatever is possible to do and to automatize most of tasks. And in automatized tasks falls both, metadata collection and delivering and install proper version of mods that works. Considering amount of mods made for KSP and pretty much frequent updates of core game that often breaks stuff with mods in each update, CKAN works reasonably well. It is far from perfect, but hey, whole world is not perfect and things goes in direction to improve everything. Just don't expect that everything can be solved overnight and use what already exist in best possible way, knowing all pros/cons from using it. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
kcs123 replied to politas's topic in KSP1 Mod Releases
Most probably not. It strongly depends on mods that you have installed. You might rather want to copy whole KSP game elsewhere and keep older copy of KSP and mods that works properly on that version of KSP. Do not update mods either on that install. After that do a fresh install of latest KSP and install only compatible mods there. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Try those, until you develop better ones: -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
kcs123 replied to IgorZ's topic in KSP1 Mod Releases
There is very thin line between seeking for realism and fun gameplay and game engine limits. Sometimes it is better to sacrifice a bit of realism for more fluid and less tedious gameplay. So, +1 on @wile1411 thoughts. -
You need to change "Material" like on picture below. This is screenshot from KSP 1.2.1., but I don't think it is changed at all in this regard for KSP 1.3.
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Attach wing on craft and you will get option trough "J" wing menu. Can't recall from top of my head exact button names, but it is not too hard to find in that menu.
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No, but you can choose same black tileset texture on both, bottom and upper part of wing. That is close to what you are looking for.
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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
That seems to be proper, I forgot about requirement for smokescreen and JSI. Firespitter should not be necessary and you have not properly installed that one. Only firespitter version file is there without plugin dll and config file for resources. Blowfish should confirm is there need for firespitter. I think that B9 parts use B9Switch plugin to change part texture mesh type and fuel/structure combo in SPH/VAB. Therefore firespitter is no longer needed, but I don't know for sure about resources config file from firespitter.- 641 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
Yes, those are needed files. And those tell us that you have installed "BDArmory" - weapons parts and plugins for those. But you don't have installed B9 Aerospace mod. There is no folder "B9_Aerospace", "B9AnimationModules" and "B9PartSwitch" that should be there for this mod to work properly. You have either, not installed B9 properly or you misunderstand that BDArmory contains plane parts from this mod.- 641 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
Search for "output_log.txt " and make sure you have enabled show hidden files and folders in explorer view options. It will be hard to help you if you don't help modders with log files.- 641 replies
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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
Powered or free moving ? For free moving parts it is not possible, but for powered parts it might work in combination with kOS script that will monitor part current state and move it to default position once you stop moving it trough action groups, UI or hot keys. IR sequencer might also be able to do something similar, but I'm not 100% sure for it, didn't used sequencer in advanced way much. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
kcs123 replied to blowfish's topic in KSP1 Mod Releases
Does this quote from linked how to get support post can't help: Confusing bit could be "%USERPROFILE%" - that is folder on windows machine that is different for each user. For example, if your username is same on your PC as it is on forum, folder should look like this: "C:\Users\Erman Kerman\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt" Also, you might need to enable view of hidden folder in windows explorer, or you might not be able to see "AppData" folder. Bold part of log also can be different on different version of Windows OS, that is why it is described as "%USERPROFILE%" in quoted part of mentioned post. It might be trivial for experienced users, but also huge obstacle for people who don't know much detail of Windows OS.- 641 replies
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Don't rally on CKAN for this mod. Read posts from 2-3 pages back. Original author of mod don't have free time to maintain/update mod and CKAN only search for official links for mod update. Until m4v returns with official mod recompile for latest KSP version, we are all grateful that linuxgamer was able to create at least unofficial update. At least you will get oportunity to learn how to install some mods manualy, it can be useful if CKAN fail for whatever reason. Don't get me wrong, CKAN is great tool, but it does not hurt to get your hands dirty from time to time, it never hurts to learn something new.
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I use landing gear configuration like that on almost each craft design, never have issue that I need higher craft speed for lift off just because of that. If you need more speed for takeoff with craft configured with nose pitching down on runway vs same craft but landing gear configured for zero nose pitch, you have issue elsewhere. As for your craft on picture above, you simply don't have enough control surface authority. If you don't want to use procedural wings for whatever reason, try to use all moving control surfaces for elevators. Not enough surface area for elevators is one part of issue. Second thing to improve take off, try to adjust control surfaces in a way that yellow line cross x axis at ~15 degree of AoA with 100% of pitch. With zero pitch input from pilot, try to set yelow line to cross x axis at ~1-2 degree of AoA. Try to do that first and if it does not help try with all moving wing control surfaces for elevators. EDIT: Because you need ~5 AoA for leveled flight, you might also try to set inclination on main wings for 1-2 degree. It can also be major changer in craft behavious, but dont forget to re-adjust engines too. For a little more info, post a screenshot like the last picture, with COM and COP indicators, but with removed elevators from tail.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
kcs123 replied to Dunbaratu's topic in KSP1 Mod Releases
I think that you will be fine with that, hopefully politas will be able to confirm.- 1,361 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
kcs123 replied to Dunbaratu's topic in KSP1 Mod Releases
@Steven Mading, CKAN use data in version file. If you restrict kOS v1.1.3.1 with min/max numbers in version file for KSP 1.2.2. only, it should not cause issue. kOS v1.1.3.0 should have proper numbers for KSP 1.3. and should not get confused that way. I didn't checked kOS version file, though and it does not hurt to ask @politas to confirm or deny my claim.- 1,361 replies
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Might be worh to check that new configs: https://github.com/ferram4/Ferram-Aerospace-Research/blob/KSP_update/GameData/FerramAerospaceResearch/FARPartModuleTransformExceptions.cfg to see if all of exceptions are properly listed. Although, in case of helicopters, large rotating disk on main rotor can simulate to some degree autorotation, if you run out of fuel that would allow you to land more softly. Even if it is not true autorotation feature and meant to be used for that.
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Neither KAX or Firespitter prop engines were true "wing" rotating trough air. Prop engine types from both mods use mesh transformation, or in other words, once propeler start to spin at higher rates, propeler mesh is replaced with "blured disk" mesh that mimics high speed propeler rotation. But such "blured disk" is no longer real propeler made from small "wings" and as such it does not create any phantom torque, only forward thrust. It is easy to test, just create craft with fuselage and engine, without any wings. Put landing gears in such way that craft is easy to tip over when rotated, or at least on very soft springs. If engine create any torque it will be visible trough whole craft behaviour with brakes ON and engine at full throttle. Other, more accurate test can be made with IR mod and free move bearings. Create craft that stands on launch clamps and put bearing between fuselage and engine. You can put some small simetrical parts like thermometer or something to have some markings to observe possible rotation. On the otehr hand, if you use powered bearings and "propeler" made from control surfaces or small wings, torque is more than noticable.
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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
Your best bet on IR is to follow install instruction on this page: I'm not sure what you mean by "with the tab working", though. Many things regarding IR is in BETA stage, but it is confirmed by several users that it can work decently well. Probably not going to be completely bug free, but workarounds are possible.- 641 replies
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Basic Course Aerospace Engineering Lessons
kcs123 replied to kcs123's topic in Science & Spaceflight
Sorry about that. I was not uploader or connected in any way with that youtube channel. I like to watch various documentaries on TV and some of those linked videos were suggested to me at one point. I was not aware of any IP violation that could be reason of takedown of those videos. There were ordinary lectures from university, to be more specific source of those videos should be TUDelft - Delft Univeristy of Technology. Link to official univeristy page: https://www.tudelft.nl/en/ Your best bet is to search for those videos on youtube, to find same videos on some other chanel. I don't know how long following links would be valid, but it should be good starting point: https://www.youtube.com/channel/UCBHbOwWbhQuEGUSJybmG9ZA/videos?sort=dd&shelf_id=0&view=0 https://www.youtube.com/watch?v=fs5-ksEKTJ4 https://www.youtube.com/watch?v=epWSEcC0m7g Last two should be from same chanel source: https://www.youtube.com/channel/UCh_Fl53JBzp6Swd4LYPqJrQ/feed Seems that it also have proper playlist and other videos as well. Worth to check out. -
[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 are welcome. I'm glad that you have found reason of chute misbehaviour.- 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
Last time I was checking, there is light version of real chute that comes with FAR. Each of those parachutes can be adjusted for craft weight and desired velocity on touch down. IIRC, that can be done on group assigment page in VAB/SPH and by selecting parachute in question.- 14,073 replies
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