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Everything posted by Sarxis
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Sarxis replied to DMagic's topic in KSP1 Mod Releases
Do you mean this: @PART[dmUSScope]:FOR[DMagic]:NEEDS[universalStorage] { @TechRequired = aerospaceComposites @category = Science } I've tried changing the techs listed there and other places but have still had no luck getting them to change places in the research screen. I need walkthrough help with this or a reference I can learn from in this particular case. - - - Updated - - - -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
Such a fun mod RoverDude Like playing with model rockets, but with science! I don't depend on the nosecone chutes though because I've had no luck landing with them, even in water. I just stick a realchute on the last stage's nozzle node at the bottom of the rocket. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Sarxis replied to DMagic's topic in KSP1 Mod Releases
I want to change what the pre-requisite technologies are for the Universal Storage components, but I am not having any effect by changing the @TechRequired at the end of the cfg files. How can I get these components to show up at another tech node? Thank you! -
That was it. I thought I was careful to look through all of those nodes, but I still missed it. The GUI for R&D makes the part icons so small
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Are all of the technologies supposed to be listed in the Community Tech Tree.cfg file? Been having a problem with the UKS Habitation Ring not showing up from the MKS/OKS mod, but noticed that advConstruction is not in the CTT cfg file. When I put the entry in there, the item showed up in the tech tree.
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The way terminal velocity is being calculated now since the 1.0 upgrade is odd to me. The terminal velocity decreases a lot once my rockets are reaching higher acceleration. Is this due to it factoring in dynamic pressure? -edit- I 'm not sure what that was now. Seemed to happen with a specific craft - other rockets were fine.
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parts [1.12.x] Asteroid Recycling Technologies
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
I'm still really looking forward to this one getting the update treatment. Was there a lot more to do for ART than the other USI mods? -
This is simple and nice. Just to clarify: this will conflict with TAC?
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[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Sarxis replied to SpaceTiger's topic in KSP1 Mod Releases
Been waiting for this mod! Thank you Now when I crash ships while trying to dock, the cleanup will be so much easier > -
[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
Sarxis replied to stevehead's topic in KSP1 Mod Releases
Ahh this is great! I had been using the Python script lately just to see what kind of parameters worked well for achieving different orbits. In-game is so much better! -
I was interested in the rotation and positioning keys (WASD, QE). I don't use a WASD configuration for movement by default. Are the keys dependent on the user mappings in game?
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I did, but there was only the option to remap the 'G' key. Does the mod have to run first?
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Will there be options for remapping all of the KIS functions?
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parts [1.12.x] Asteroid Recycling Technologies
Sarxis replied to RoverDude's topic in KSP1 Mod Releases
I have a class C asteroid that is about to buzz Kerbin at 3000Km! I am so looking forward to using all of this tech finally But I need to get into the tutorials. -
It might be fun to do some high alt balloon experiments. Some kind of simulated wind/vector control needed.
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I had some problems like this when this current version first came out. I simply bumped my version back to the previous version but glad to see there may be a fix for it.
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I can select craft to build, but once i do, nothing starts. Also after I select a craft to build, all of the right-click menu buttons disappear (leaving and coming back to the craft restores them). I am using 5.0.2, as well as latest versions of MKS/OKS. I can send my KSP.log if needed (not sure how to embed it as a mini window in posts though). edit: I discovered that I am actually creating ships, but they are being created very far from the vessel. They are listed in the tracking station list of selectable craft: edit 2: I went to that first blank vessel (standing by to launch) and when I did, the visible screen went black (UI was still visible, just no vessel and no star field). The other vessel (On escape trajectory out of Kerbin) I could go to, but it was just floating out in the middle of nowhere without any conic. final edit: started a new gamein sandbox mode and it worked fine. I guess it is imperative to start a new game when installing EPL. If I notice it happening again later I'll come back to this.
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Sarxis replied to DMagic's topic in KSP1 Mod Development
I was about to come report that Regolith/CRP or something had broken the resource tab when I saw the v.10 update. It's working fine again with v.10, thank you! (I'm not entirely sure what the Lock Regolith Biome function does though...) -
I am finding this to be really true! Usually I'd stick to the terminal velocity limit in MechJeb, but limiting the acceleration is making for a much smoother ascent. I am not attaining my apoapsis so early and then having to coast for so long. Plus I was able to halve the number of rockets because I did not need such high acceleration to keep up with the terminal velocity limit. Been achieving a 100x100 orbit with less than 4400d/V.
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Yeah but I'm not sure where else I could ask this question. It is relevant to thread. I don't see a point in starting a whole new thread for something like this.
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This script is interesting, but I have a lot of questions about its use. There seem to be several scripts included, as well as parameters that can be changed to suite whatever vehicle you are launching. I didn't see a comprehensive manual or readme for this.