Ricardo79
Members-
Posts
216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Ricardo79
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Ricardo79 replied to stupid_chris's topic in KSP1 Mod Releases
Hello Chris Awesome mod you created congratulation. I do like that it has created a "parachutes" tab on the partlist. Very clever. I'd like to ask something: How can I set it up to use the Blizzy's toolbar instead of the stock one? And where to look at if I'd like to know more about that 3 option? Thank you in advance -
I see something in the release note I am interested in. Something about autoscaling turned off. I don't know how to fire that feature. I am using 1.50 right now. Should I download the 1.51 ? Thank you in advance Also just a quick note you really should adding KPS AVC support for this.
-
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Ricardo79 replied to ferram4's topic in KSP1 Mod Releases
I just noticed a strange bug and I am sure it is related to NEAR (or incompatibilities with it) Symptoms: The right click menus of the parts in VAB and SPH just lost their interactivity. For example antennas, ladders, lights, all did the following: When you right click on it and change their state like extend there were an animation on the part, but the menu wasn't changed accordingly. So with an extended antenna I saw the menu still writing "extend antena". Click it won't do anything until right click on the specific part again that way the menu changed text. (I didn't seemed how this can be related to NEAR, That's why this mod was the last one I deleted. After it my issue is gone) I deleted (actually just moved it out) each and every mod then started the game checked for the error again if there was the error I installed the same mod checked the game and deleted another. So please check this fine piece of mod for bugs about the ingame context menus. (Although I still hate it :D Because I can't create enought drag (early carrier) to stop my first airplane thing or at least slow it down for landing. Just needed more practice ) Edited here: I do install F.A.R. instead of this one. At the first glance that has no issues with the context menu of the parts so far. tested ladders and antennas, didn't tested lights on the gear bay yet. But I assume it will work just fine. Hope this helps you. -
Downloaded the "newest" version from KerbalStuff. I can see still the problem with the version checker. I thought you corrected it. Didn't checked the ingame stuff yet. Edited: --------------- You really should make it into this form: { "NAME":"Chatterer", "URL":"http://ksp-avc.cybutek.net/version.php?id=27", "VERSION": { "MAJOR":0, "MINOR":8, "PATCH":1, "BUILD":86 }, "KSP_VERSION": { "MAJOR":0, "MINOR":90, "PATCH":0 }, "KSP_VERSION_MIN": { "MAJOR":0, "MINOR":25, "PATCH":0 }, } I did check all of the working ones uses this format "VERSION": { "MAJOR":0, "MINOR":8, "PATCH":1, "BUILD":86 }, ---------- Hope it helps Edited2: --------------- The ingame "bug" has gone. It uses toolbar instantly. (although I did deleted the old version before isntalled this one) so well done it looks like automaticly using the blizzy's Toolbar. So far not a single line in the debug window. ------------
-
I am so sorry. I wasn't clear on this one. I do not have installed CLS (For me that means "not using it") for sure. (just Chatterer and CommunityResourcePack not other mod started with the letter "c" is in my gamedata) The debug consol was found on your plugin's window. I found it in the settings window of yours. This was right when I found out that two button showed up on my stockbar again. On the KSP View. I am glad you were corrected it. I don't know if it made some "error" or just cosmetical. But I was surprised when I open it and showed me those nullreferences. No other symptomes were detected that time (except the buttons on the bars). (that's why I don't really cared. Sorry.
-
You are welcome. I thought that just reported in case if you might not know it. About this one: I am experienced the same. And yes I am absolutely sure to clicked save. (In fact the first clicking at the save button was the time when it disappeared from the stock toolbar.) And after assembled a ComSat with a lifter rocket and exploded it as intended I switched back to the KSP view screen and those 2 SM buttons just stared at me again. <- Hope it could help you in some way. Oh I forgot. Just for get to know the plugin a bit, I opened the debug consol and it has at least a tons of nullpoint reference errors related to CLS (I do not use CLS. That's why I didn't saved it... Sorry. silly me.)
-
A suggestion to something happening Right now is by far no chance can be old. If you see the date on it odd... What are you suggest? Open a new thread with the same suggestion ? As far as concerning my registration date for me this topic was a brand new one. And just as you do I really like this idea. So why not spotlighting it again? I don't think it is a bad idea (necroing usefull stuff) According to the answers these threads gets about the last 2-3 days it isn't a bad idea for sure. I just resurrect threads which aren't in the "do not suggest list" and threads with content which is actually great idea (at least for me these looks like almost essential). (so in this manner it is still relevant in my opinion).
-
Actually with the "abundancy" of actionbar hotkeys... I tend to shut down all my engines with the staging (It is very usefull feature after somebody get used to it. Especially with nonrotating VTOL capable engines, or SSTO-s if flamout occurs on the 25th turbojet So if I accidently decides to fly a regular plane (mostly because my kids wants destruction/explosions/disitegrations... so I tend to forget that the nearest huge long panic button A.K.A. SpaceBar is actualy there for staging Anyway Some kind of possibility to erradicate (perhaps in an inflight reviveable way) stuff from our staging whatever reason it is... I think a must have feature. And I agreed on klgraham1013 too. We can live without it. But still it is a development in progress quality game's suggestion forum. So if there is a way we could get it, I am surely be happier with it.
-
Hello PapaJoe I just noticed (with an older version 4.0.2.) that KSP AWC don't recognized it as outdated. Anyway in the first place I came here to ask you to please correct the version numbers in the AWC config: I added: "VERSION": { "MAJOR": 4, "MINOR": 0, "PATCH": 2 } To mine and get rid of the original. It worked. The way it was originaly (that inline kinda form) just showed me version 0.0 inside the game. Turned out that is the minor problem... So I came here and discovered the major thing. My version (downloaded about a week or two ago) is way to outdated. I assume this mod currently (at least my outdated version) not working seamlesly with AWC. The mod itself is a superb thing by the way. Congratulation. Edited from here: ---- just downloaded the latest version. same: "VERSION": "0.90.0_4.1.0a", can be found inside that config. And tested it... AWC shows 0.0 as the plugin version. (I think it won't shout me to upgrade it either <- this last one is not a statement yet. Not tested it ).
-
Not just decouplers stage... And what about parachutes assinged to an action-group key as lander helpers? I deffinitely don't want to stage them early on. I think there should be a 'do not stage it' field (might be collapsible to hide unnecesarry parts when not needed). (In this way you can rearange the "paused ones" if needed inflight)
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
I understand the first one. Thank you. I think that's a good idea to thinker with it a bit. It opens up a lot more possibility if named "selections" can be checked for/ or better created. That spawnVessel thing is another interesting one where can I found something on that? (didn't have time to read throught all the stuff in your page yet.) And as I am not a programmer (at least not a c++ expert) I am not really know every time are you speeking about "your functions/classes" or about attachment points inside the KSP API? But this one is particulary interesting. I wonder if KSP stock engine has the ability to "Spawn ships" (and it has for example on the launchpad) why are Squad turns back on offplanet: orbital or on another celestial body ship building so hard?- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
Not this complex but basically yes. As I wrote If we can configure this thing this much, We even can came up complete story throught a linked "campaing" based on contracts. I am not into that much in real life space programs as you do (in fact I don't (didn't know of what a "soyuz" is... It is a shame as we are almost neighbours ). So sure your ideas must be more complex. But as far as I dig into this "modulemanager" for contracts. I am sure you can achive what you want with it. Just keep in mind not every player is a Rocketry Enthusiast. I 'd like to give a simple "advice" If I may: "Keep it simple" the individual contracts should be easy steps and make em linked to each other. "lots of small steps will take you where you wanted to go". Just looking into the documentation found on the other end of the link Jeremie provided. It has lots more than I expected at the first glance. Again I can just congratulate him on this piece of amazing work.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
"The BoardAnyVessel parameter is met when the named Kerbal boards a vessel (this one is from the Squad "rescue" contracts and is a little bit less useful on its own." Yeeeehaaaa I think I can use this. for crew swapping at least the named kerbal parts of it.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
We are happy to help you At least we help you keep yourself occupied Serriously so far so good. Nice mod you made here. keep up the good work. Also thank you for the answers as well. I am never know what am I thinking about Maybe. (I thought of a contract to shift/exchange a given ship's current crew to another crew. (Not to mention something like the crew might consist available (or maybe not available) named members. So as a part of this mission you must take someone home first) (Something like: "Send up a ship capable of transfering at least 3 kerbals. Dock with XY station and let Jebediah go home to his!/her? family, This time Bob Kerman will pilot that monstrocity regardless of he is not a pilot. Do it the Kerbal way... also change the two other poor fellow. They are surely getting ill staying there for ages..." ) So tracking for crew means something similar Good work HasPassengers is a good start for it I guess. to name them or at least the possibility to count a team on the vessel and track it for contracts. This + the other mentioned counting/tracking of stuff (maybe kerbals too) = With this kind of variablity we can create even a custom "story for KSP" through contracts. Wow I didn't thought that. Thanks it opens up some example for me. So I'll go and dig into them. - - - Updated - - - Holly .... oops sorry I am just tooo happy whit what I found on the page you pointed out... " // Optional parameters do not need to be completed (mainly for use with // composite parameters) optional = true }" Some days ago I did requested a feature on the official suggestion part of this forum: about the contract system to have optional goals (maybe for extra reward) This one kinda step it towards that.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
Not with KAS I always hauling some spare docking ports AS for the list. Agreed Thats Why I created myself a cheatsheat Titles: list of todo with ANY new craft (in hungarian perhaps.)- 5,206 replies
-
Hi there. I have a heavy modded install 32bit. (Who doesn't?) I did it the propper way (I assume). Modded it step by step. So one mod install one quick peak if it is works. I use the -force-opengl -popupwindow parameters (to not run out of memory and finaly borderles fullscreen fullHD it is awesome) And deleted unused parts from the most of the partheavy mods. Outdated dll-s too. Just to punch in the face the dependencies (so here might lies the error) In this process I didn't noticed when was that point where the right click menus on parts lost their interactivity inside VAB/SHP. NOT all of them. For example deploy/retract Landing gears work but turn on and of the lamp don't. I mean It works only once per menu opened. It do plays the animation but don't change menu contexts this way I must click away and back to turn of that lamp and therefore save electricity... Antennas can't change back and forth deployed status as well the same thing as with the lights. Ladders also do it. My latest test jubject is the remottech 32's antena. It can deployed only once. I simply cannot retract it (menu not showing the correct action after rightclick fresshing it) clicking the button and nothing happens. I just testing stock shielded docking port. This one even more strange It plays the animation open/close as intended. But still the menu say "open shield" only. After another right click on the part the menu say the correct one. As far as I can remember this isn't the intended work of those menus. I'd like to ask if some of you had the same issue or anything suspectably related to menus: Which mod can cause this? Or which mod's deleted parts/dll-s? ( For sure I know I get rid of rasterprop because it was outdated in the b9 pack according to kspAWC) Right now I also got another (forum related) question: How can I upload the directory.txt? (Sorry I am a Newb on forums ) (I try to upload it onto my server and link it.) Here it is Thank you in advance.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ricardo79 replied to nightingale's topic in KSP1 Mod Releases
1-2 for sure . 3 maybe too. I can clearly tell IT IS POSSIBLE to count for parts the present contratcs do have specification informations like "at least x kerbals" So there must be a "at least x PARTNAME" too. With the keep the stock one criteria I cannot say that you can change Stock Contracts, but erase them and create your own where you specify just the parts you want it on should be working fine. (Nightingale Will answer about that one perfectly I am sure) 4 is a strong possibility I am sure. (as the satelites or stations are just meant to be a "vehicle" from parts... So irrelevant (from programing/config perspective) of what it is exactly. ( Just see the stock satelite contracts: build a new satelite with (PARTS list) and put it into Orbit (Orbit parameters) ) So this must be perfectly matched for stations too with the plugin. 5 I don't know. But should be if it is not too hard to code to get the name for example from the persistent file. (I am interested in this one too from now on. Bright Idea for follow up contracts) 6. I don't know But count me in as looking for the answer too. (specifically the docking and crew transport parts of it) (speaking of which... Is it possible to track a crew rotation?)- 5,206 replies
-
Thank you. I found the "help section" early on youtube: Scott is a good teacher And I am glad to hear something (which can add so many value to this fine piece of game) has a chance to get integrated. (I mean the much more indicator) I know the engineer plugin. But honestly I do not like this modding stuff that much. Memory/incompatibility problems. I guess it has nothing to do with the modders as they did their wonderfull magic. But individuals never can achive something as flawlessly integrated as a team can do. The more the better. That way everybody can use only that he/she likes. I admit what you say about the learning is the fun way. Agreed on no explosions no KSP. But later on some kind of boring it could be to do a daily job to ascend / maneuver node hunting and such. Don't get me wrong. I do set up my maneuver nodes by hand, position it accordingly and such, but let a professional AI to precisely do what I said to it. I docking 99% the times with my own hand. But that extra 1% when I do not want to, I've got the tool for automate it. And the most usefull feature in there: the landing guide. (I use it mostly only for pont me to KSP pad Or to the "Right Spot" on another planet/moon) After the targeting I usualy do my landings usual trial and error. Just because it is fun. OR: After I watched enought times how the AI do the rendezvous, I find the rendezvous planner usefull as a "checklist" of what to do. I found it very usefull. And my kids got their explosions as well as I wanted to try everything with my hand too. So we can agree then we can't agreed on this one Thank you for pointing me to the avionics package I'll search and destroy (I mean make it explode my VTOLs) at once. I wasn't aware of that yet. Edit: -------------- I do downloaded but never installed it. Silly me. Thanks (You see this is a problem with the mods They aren't inside the core -------------- Agreed on the last one perfectly. I missed that part about acounting the atmosphere into it I thought it trivial option. So thanks to you for highlighting it. So +1 on that one too. Ohhh I just see this is in a wrong thread... This one is about flags to remove from the "flights in progress" count.
-
Hello. I just started a new game and it blends in seamlesly. It is integrated into the techtree so at the beginning I had to fly my rockets. And now at the later stage of the game I have the option to let the AI point my rocket to where they should be facing. In this way it seems to me real life like. I don't suggested to vaniliarize it completely (or maybe ), but if you would fly in an aircraft or a spaceplane or even a rocket you'd have more indicator unlike the amount of the stock KSP allows you to see. At least these should be stock for example: deltaV capability per vessel/per stage, TWR (on stages at least relative to the planet of the rocket building process), I do really like the remaining time and remaining deltaV MJ offers, some kind of a koordinates (GPS is fine with the appropriate presentation inside IVA, or in flight screen (Like waypoint manager)) heading, pitch, roll relative to the surface in precise numbers (and/Or digital HUD style like flight indicator) as well as real altitude relative to the above terrain height (not just sea level). I do like the idea of the autopilot though (especially the rendezvous and docking because of the lack of docking port alignment indication), but if only the (execute next maneuver node) and the "rendezvous/maneuver planner" would be in the stock that would be nice (even rookies kinda like it I think) I learned to fly from looking at MechJeb and Scott Manley As for the autopilot If you don't like it don't use it. But if left out completely, then nobody can use it. Maybe they can be limited to special parts. Planes withouth propper hardware and software won't allow you to switch to a Robot-pilot. (just like in real life) Speaking about autopilots: There should be in a stock game something which is "automaticaly" holds the current heading or altitude by choice. AS in landing a perfect 5star pilot with a retrogade hold can flip the ship around after it touched down so a successfull landing can be a catastrophe. Even with SAS on crafts cannot hold a given altitude by itself even VTOLs. Cannot go that precise with the thrust control manually (even with precise controls on) And my first big problem was as a totally newb: WHERE THE HELL IS KSP? Where Should I try to land back from my orbit??? Seriously those waypoints (KSP pad, KSP runway, Island Runway, Old KSP base) should be selectable as target in the stock game by default. I cannot see it even from map view so I couldn't made a half-blind style guestimated landing on my first week till I learned to map view as fast as craft on the pad and memorize it's place. And plant flags around my base in order to find it from orbit
-
Today's Necro (As It is still a majority wanted feature I guess) I like the idea of make the hybernation (as well as a (at least minimalistic) life support) into the stock game. On the other hand If the hybernation technology lands in the mid-techtree a "warpdrive/alcumbieredrive or both" should be also included at the very end of that tree. Anyway As far as I know that thing is in the NoSuggest category. Or just "faster than light" travel is there? Because if "teleportation" is available I'd like something to do with it too like a buildable stargate system? (But only the huge "must be assembled" space gates for XXXXXL extremely large colonization carriers) - - - Updated - - - OH-oh... I just re read again the "what not to suggest" I can see there everything which has a "superb mod" is listed there... But I do think they should REALLY be stock/optimised/eleminated the incompatibilities/reformed in style to mach the Vanila, maybe rethink a bit ... and such.
-
Hi there. Dear Squad, As I get info in a support request thread from Sal_Vager on a "bug" which turned out to be a feature... I'd like to ask for a small change in it's work. Right now in 0.90 if you accept a part testing contract with a non researched part that is highlighted on the part selector inside VAB/SPH THIS option is pretty usefull. All I'd like to ask to make a different distinction for the already researched parts to. Because IT IS make the actual part finding reasonable easy. So maybe a different color, green or purple or whatever... Or just a mid noticeable frame/border around that part should be neat. Thank you. History on this: I reported it as a bug about this effect not happening with all the parts, so sometime it is higlighted sometimes not... I thought it's is some kind of strange bug, related to something else (like mods). than Sal given me an answer about it highlights the "experimental" parts. So I just like to avoid public confusion on this matter :D