kcs123
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Everything posted by kcs123
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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. Legacy parts are not possible to fix due to lack of source files to edit and fix them. New parts from ZodiousInfuser are still in beta stage of development, so those were not included either. Just core plugin that allow those parts to move as desired/UI and other common thing for any IR a like part that use this plugin. So, you have to download use parts from previous releases of IR. Order of install is pretty much same as it was trough KSP 1.2.2. only you use IR core pack for KSP 1.3. and do not install sequencer until it is updated for 1.3. -
Basic Aircraft Design - Explained Simply, With Pictures
kcs123 replied to keptin's topic in KSP1 Tutorials
To make sure taht is readed, you can put OP name in your post, Start with "@", and forum will let you to choose @keptin, so he can be notified about it. Btw, picture is either, quite high resolution or it is on very slow server, but regardless, members from Chinese community would apreciate it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
@JeeF, try with foldatrons from IR reworked parts. I didn't see before on first screenshot that you were using old legacy part pack. Other peoples were reported issues with legacy parts, although I don't recall specifics is it same issue like you have. Anyhow, KSP have chenged a lot (game engine changes) since those parts were made and it is not possible for anyone to fix them due to lack of original source files for those models/parts. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
@Infleto, IR Sequencer is not properly installed: That should be inside this folder: Path for IRSequencer should look like this: Couple of posts above is quoted post with links and install procedures. IIRC, same can be found somewhere on Github too. Try to reinstall everything in regards of IR. Please note that latest core IR release does not contain parts, so you have to combine older releases with latest ones to have everything in working order. Just read instructions in mentioned post more closely and don't rush with install procedure. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Looks like another autostrut issue. Turn on autostrut visualisation trough debug/cheat menu to help you with this. Autostrut comes from that landing gear being too close to ramp/hinges. Unfortunately there is no way to turn off autostrut on wheels, so you have to figure out some workaround of this. There is several posts about similar issue and workarounds for it in this IR thread and WIP IR thread about it. You can also check links in my signature, I posted info about it too as it is quickly buried in forum thread. -
For spoilers just click on "eye" button next to smile button, bellow font combobox. As for RT thread, this is most recent one:
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Well, I'm on hiatus from playing KSP for months, but I hope I could get some free time over weekend to test GUI. Last time I was try to use it it was hard to follow everything. Waz have being doing changes back and forth for GUI with forked non latest version of kOS. I have to give it a try when everything is merged. IIRC, group of 3 or more radio buttons were not working properly in latest alpha version of GUI, while it worked properly in previous alpha versions. Need to check that. Also, I think that I was using version for KSP 1.2.2. on KSP 1.2.1. without noticable issues, but like I said, it is better to test it on platform that is designed for. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Picture is there, in both, your post and on github. I guess I missed it when I was reading change log. I was searching for some piece of info in text and disregaded picture somehow. Thanks for clarification, helps with not producing false reports if I pick wrong KSP version. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Is it for KSP pre-release version or it is "pre-release" for kOS update ? On what KSP version should be tested ? I did quick read trough documentation and changelog, but I didn't found info about it. Didn't have enough time to read trough all issues/PR on github. -
Basic Aircraft Design - Explained Simply, With Pictures
kcs123 replied to keptin's topic in KSP1 Tutorials
I don't think that is issue with bad alignment, but it does not hurt to check it regardless. If that does not fix issue, change friction on wheels. Instead of automatic, put some lower value on front wheel and higher on rear wheels. turn off brakes on wheels that were on wingtips, most probably those are ones that cause all mess as it in rare occasion preassure on them are evenly distributed. Put higher braking force on rear wheels. It is hard to see, but try to separate more widely that rear wheels if possible. Not way too much, only by width of 3-4 wheel width. Put air brakes much more near tail, that would help to produce more drag near end of craft and helping to keep plane going in straight line. I ususaly use tri-cycle wheel combo and I was having issues with too wide rear wheels placement in some of craft designs. Usualy wide placed rear wheels helps with stability, but if you place it too spread compared to distance between front and rear wheel (nose - tail wise) it can be overkill and cause instability if you try to steer slightly. -
Basic Aircraft Design - Explained Simply, With Pictures
kcs123 replied to keptin's topic in KSP1 Tutorials
Yes it is. KSP stock areo is much better than at time of writting OP, but besides that old bug other stuff are pretty much valid even today. Anyone who want to learn more how it is done in real life, I have come across to nice videos of university lessons. It might be too much for someone who just want to play game, but it is quite good for people who want to learn more and fill gaps with some books about it too. Basic course Aerospace Engineering Lessons -
I belive it is called "mulch" in KSP and already exist in USI.
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- usi
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For aircrafts with high TWR it can help, however it would also be pointless, because with high TWR craft you will reach takeoff speed much sooner. For aircrafts with low TWR (0.26 - 0.36), when you reach end of the runway you must not pitch up more than 10-15 degree, otherwise you will get lot of drag that engines would not counterpart and you will start to loose speed. In other words, 45 degree ramp would be overkill because you will get too much AoA that engines could not handle. 5-10 degree would be more apropriate, but with level 3 runway is also too much effort for little gain, because you already have decent slope at the end of runway that can help you to accelerate slightly before hiting sea. Not much, but can help with overweighted aircraft to prevent crashing.
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[1.3] The Plugin Workshop - Small plugins of varied function
kcs123 replied to Crzyrndm's topic in KSP1 Mod Releases
It is not shame to make a mistake from time to time. Shame is to not admitting own mistake and not learning anything from it. You have nothing to be ashamed for. I hope that you enjoy creating mods as much as others enjoy using it. -
Basic Course Aerospace Engineering Lessons
kcs123 replied to kcs123's topic in Science & Spaceflight
At first they were claimed that is 17 videos, but later on they changed it to 21. Now, they didn't uploaded anything new for a while, so I suspect that is only 19 videos. Some videos are uploaded twice, but with different name, because of that I didn't inclued those in OP. I will continue to track that chanel if some more pops up, but I think that is all of available. Like in all schools/universities some teachers are better than others. Therefore quality of lessons vary in those videos too. Some lessons are more interesting to watch and easier to understand than others. You will need at least some knowlage abut derivatives and integrals to be able to understand what is going on. Also, I recommend to find out from lectures what books are recommended and read those too if you realy want to learn more about it. At least I would like that I have oportunity to watch such videos while I was at at school, but regardless, those were good to remind myself of some lectures in physics from my school days. It is always good to renew that knowlage, you never know when you will need it. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Some of things on list could be possible, for some I don't have a clue. For example, it is possible list all part suffixes and resorces with kOS. It should not be too hard to compare engine fuel needs with resources available. Even if you can't get proper fuel needs for engine, you can create fixed list with hand written resources per engine that can be used for comparison. To get possible info per stage when that stage is not happened yet I don't know. Someone with better knowlage of kOS would have to answer this. I don't have idea how that could be accomplished, but someone else might. Antennas and electricity can be checked, launch clamps too. Supplies, crew parachutes and other mod depended stuff can be checked if values that they use are visible trough right click part info in flight. It would be much easier to create script customized for each craft design, but then you would probably have already decently designed craft that will not need such script in first place. Compleately universal script that would cover all possible mods and craft designs ? I assume it will be very difficult to achieve with kOS. It might be easier to create custom plugin/dll that will be used inside VAB/SPH while you build craft. Similar to existing stock engineer info, just with extended information from mods. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
kcs123 replied to sirkut's topic in KSP1 Mod Releases
Put some struct part at the end of rails. Those are legacy parts, but I think that all of IR parts have some kind of collision issues. Only static part of mesh have colision box, while part that is free to move does not have one. -
Since you didn't deceided what game engine to use and in consideration of lack of skilled programers I can suggest you to try with Unreal engine 4. Blueprint feature provided with game engine allow you to develop a game without writting any code at all. However, depending on your game requirements, you might going to need coder to write some small pieces of code that can be used later by other people in team that were not skilled in coding. There is also plenty of video tutorials for unreal engine 4 how to do stuff with it. Official an unofficial tutorials. It also offer good amount of free templates and assets. For a start, there is also decent amount of free assets and royality free music/sounds that is allowed to be used in comercial projects. You always can create some of your own. You can use blender for import/export of assets. Currently, I'm also in process of learnig U4 and beside that I also work on development of large mod for FPS game at same time. Mod should be finished soon, so I hope that it will allow me to spend more time working with U4. Therefore I can't prommise you that I will be able to help with project much, but your idea is something similar I want to try in near future for myself. And don't be fooled that without need to write code that is easy to develop game. There is plenty stuff to learn about it regardless.
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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
Try without landing legs. Most likely landing gear autostrut feature that can't be turned off cause you issue. Turn on autostrut visualisation trough main menu to get a clue where is your problem. For start, replace landing gears with struts, just for a test. If it works properly then you put back landing gears on craft, but not directly. Put some other part between landing gear and hull. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
I'm not 100% sure that is exact same error. Looks very similar, though. There should be my posts within this forum about same Blizzy toolbar topic. Private build that hvacengi made for testing purposes have worked fine with that PR. My best guess is that is still not merged to main public release. I didn't deleted log files from my dropbox folder, so those should be available to download too, but can't tell exact links from top of my head, sorry about that. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
kcs123 replied to erendrake's topic in KSP1 Mod Releases
Depends on application for the rest of code how you want to use it, but I think that MAX function might suit better for thing that you need. It returns value of bigger variable that can be used in IF conditions later on. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
kcs123 replied to Starwaster's topic in KSP1 Mod Releases
Maybe you can borrow idea from this mod: I think that MIT licence allow you to use it.- 5,919 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
Well, there is always more ways to skin an animal Using telnet is one of options. You can also use new communication feature that allow you to send messages between vessels or between different kOS CPUs on same vessel. One of thing to consiser if you are low on available action groups to use Action Groups Extended mod along with kOS. For example you can create one progam to run at continious loop that have all options you need and set to respond on some variable changes. And have another kOS CPU that will have set of small scripts that does not do much, only sending communication message to main kOS CPU that have to be programed to respond on those messages. I just provided some examples how you can do stuff. Each user have to find his own way what option suits him best.