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KSP2 Release Notes
Everything posted by icedown
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Active cameras not on the ship
icedown posted a topic in KSP1 C# Plugin Development Help and Support
Is it possible to have a viewable camera that is not a part of the ship? eg, a launch tracking camera put on the island? -
@JadeOfMaar Why the heat shield on the nose?
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It's great when you finally move from the clunky 2.5m to the workhorses of 3.75m
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Night Side SSTO reentry.
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The moment you realize your station isn't quite as big as you thought and your SSTO is oversized in KSP fashion. I'm always amazed by how big something can look on top of a rocket and look so small in the spaceplane hangar.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
icedown replied to IgorZ's topic in KSP1 Mod Releases
I'll look into it. Is KIS or KAS where the checks for kerbals and mass limits get modified? -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
icedown replied to IgorZ's topic in KSP1 Mod Releases
I wasn't meaning use the arm directly, but allow a part to be grabbed and attached using KAS with a kerbal as long as the kerbal is in range of both the part and the attachment point, one idea would be putting a small part on the end of the arm that tells KAS that there are a couple more kerbals there to help. All of my kerbals carry ladders and attach them where they are working, but they float off the ladders after a part or two. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
icedown replied to IgorZ's topic in KSP1 Mod Releases
Is it possible to change the amount a single kerbal could attach if the part were to be held by an arm? Like using the IR and Canada arm mods to move large parts into position for attachment. -
Coordinated 2 arrivals each at Eve and Moho plus a pair of ejections from Kerbin enroute to Duna via Eve within a 10 day span. LOTS of craft switching and KAC alarms. @eddiew What parts pack are you using for those planes?
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Thoughts? -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
1.2 prerelease is coming along good. I think I may have finally fixed most of the camera problems and have started reworking the GUI. Thanks to JPLRepo, I can now block progressions for taking pictures and have had a thought about how more science can be obtained. In this new setup, which thanks to the new difficulty settings you will be able enable or disable, you will no longer be able to target anything with the telescope. It will be able to determine if you are looking at and zoomed in enough to get the required science. Without the ability to target. this will not allow you to use any autopilots to point at the target and must find and zoom in on it completely by hand. Once this phase is complete, I may make it so that it requires time based on processor and scope to actually get the science. This will be adjusted based on distance to planet and available gyros on board will make a difference. eg it will take 3 working gyros and up to a month for a full science shot of Eeloo. My thoughts on this is right now, this is basically the same mod as Tarsier Space Telescopes. I would like something that makes it different. -
Release 1.1.3.8 Changelog: Removed DOE hook Science Definitions overhauled again to clean them up Science Rebalance Fungeye with a level 1 processor should produce 12 Science on the first action Science Changes Processor Level Multipliers Level 1 25% Level 2 50% Level 3 100% Telescope Multipliers Fungeye 50% CactEye 100% Science given is calculated (BaseScience * Processor Multiplier * Telescope Multiplier) Adaptive Science Cap added based on the same multipliers, It is no longer possible to get all of the data for a Subject until you have a CactEye Telescope with a level 3 processor Contracts reworked to use new science experiment definitions
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Release 1.1.3.8 Changelog: Removed DOE hook Science Definitions overhauled again to clean them up Science Rebalance Fungeye with a level 1 processor should produce 12 Science on the first action Science Changes Processor Level Multipliers Level 1 25% Level 2 50% Level 3 100% Telescope Multipliers Fungeye 50% CactEye 100% Science given is calculated (BaseScience * Processor Multiplier * Telescope Multiplier) Adaptive Science Cap added based on the same multipliers, It is no longer possible to get all of the data for a Subject until you have a CactEye Telescope with a level 3 processor Contracts reworked to use new science experiment definitions -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
I was going to release tonight since there had been no reports. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
It's the same issue as the one we discussed earlier. That's the old version file reference that will be removed in the next release. I've been doing testing to make sure there were no bugs in the prerelease. -
You can't do long exposures on an azimuth mount either, as the image rotates as the mount slews. If your in America, I'd check craigslist, or whatever your local equivilent is. I picked up a like new 10" dobsonion with multiple accessories and eyepieces for $250. While it's not good for photography, it serves my purposes.
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Not exclusively after gravity assists, though they are nice when they come. This tool is excellent. Much faster than plodding around in TOT to find initial flight plans. When you try to constrain it it comes up with some pretty crazy flight plans.
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I thought the Caps Lock key just made it so that the longer you held down the key the more thrust the RCS provided, Almost like the shift for main throttle but with auto cutoff on release
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Was VERY glad I use KRASH simulations today
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Had to bounce about 2km on Minmus to catch my ship that decided to slide downhill while gathering data on the slopes
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Post your output log and I'll look over it.
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KAC and Xfer window issues
icedown replied to kurdain's topic in KSP1 Technical Support (PC, modded installs)
What are you using to set the alarms? TWP? If your using Transfer Window Planner to find the window and MJ to make the nodes, this might be part of the problem. I've never seen these agree with each other. One other thing is that MJ's deltaV requirements are much different than what TWP gives you, so you will probably not be able to make journey on a ship built from TWP numbers with MJ nodes. -
I launched a lander headed for Minmus. When I reached orbit I did an EVA to collect science and when I hit B to board back in, the kerbal's body was left out on the lander, the lander was renamed to the kerbal and no portrait showed on the bottom left. When I clicked on the hatch, it showed the kerbal was in there but the hatch was obstructed by its body. I manuvered around a little and managed to throw the body off. I went EVA again and the same thing happen. I've tried multiple times to launch and all with the same problem. I have had no problems with EVAs before this, I have rescued around 30 kerbals from space so far. Logs attached. Any ideas? https://dl.dropboxusercontent.com/u/79622787/KSPBodyOnLadder.zip
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Telemachus problems
icedown replied to Ferdoni's topic in KSP1 Technical Support (PC, modded installs)
You will need to open the config.xml in GameData\Telemachus\Plugins\PluginData\Telemachus\ and configure the IP and port to what you want. I think with -1 it defaults to loopback only. Then you'll need to open the port on your firewall.