Jansn
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KSP2 Release Notes
Everything posted by Jansn
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I think the dev-versions of MechJeb2 are working with 1.05. (I am still under 1.04.)
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I am relaxed. I AM RELAXED! Docking shaved away all Solar Panels. Jeb meets Val for a :sticktongue:. Val gives him a big :kiss:.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Jansn replied to DasPenguin85's topic in KSP1 Mod Releases
Would be nice if that mod do not get forgotten. -
Why this ship dont wobble much?
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Until now i always used only Tantares [B]LV[/B]. Will the LV-Package also be updated to 1.05? (One of the last missing Mods to start with new Version.. and again, new savegame)
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- totm march 2020
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98 % of all that Mods out there should stay as Mods. Weapons, Ships, Submarines for example. What KSP really need is a stable, powerful, congruent, standarized, well documented and maybe easy to learn Data-I/O-Interface, a Modding-Interface. And yes: MULTIPLAYER! KSP is Minecraft in Space. Squad also should earn such besos.. pesos.
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[quote name='Jansn']Many thanks, Mr. DMagic. Slowly quite all Mods of my obligatory package ist up to date for 1.0.5.[/QUOTE] (Need to further test it in combination with ForScience and Science Alert.) Fresh install 1.05 -> works in stock with dev mechjeb AND Science Alert.
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LOL, this thread made my day. K-Day was in Normady, wasnt it?
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Jansn replied to WaveFunctionP's topic in KSP1 Mod Releases
Must have Mod for me and us science addicted Kermans. -
[quote name='DMagic']get it on [URL="https://www.dropbox.com/s/tzxoxeynoq2zgum/ScienceContainers_v0.08.3.zip?dl=0"]Dropbox[/URL].[/QUOTE] Many thanks, Mr. DMagic. Slowly quite all Mods of my obligatory package ist up to date for 1.0.5.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Jansn replied to cybutek's topic in KSP1 Mod Releases
Do MechJeb (dV window) also calculate wrong? -
Its the "Plasma Fuel"-Experiment. After finishing and reopening the right-click-menu it shows "BadLocation". No "Throw result away", no possibility to re-do the experiment. No science points at landing/recovering. I could retry it, but after finalize go to MPL and collect the data for processing in the MPL. Maybe i do, because they give a hell of science points, from which i generate finance income. @terminalmonkey: the only things i edited (in the configs) was: NodeStackTop/Bottom/NodeAttach/AttachRules/Drag/Emissive, which i took from the original Station Science Experiments. The .dll i can not change (in lack of any programming skills.) See here how the header of one of that configs looks like after my changes (in bold): [SIZE=1]PART { name = costlyExperimentRocketFuels module = Part author = ArcaneZedric rescaleFactor = 0.7745 [B]PhysicsSignificance = -1 node_stack_top4294726176 = 0,0.65625,0,0,1,0,1 node_stack_bottom4294726176 = 0,-0.65625,0,0,-1,0,1 node_attach = .75,0,0,1,0,0,1 CrewCapacity = 0[/B] TechRequired = advRocketry entryCost = 20000 cost = 800 category = Science subcategory = 0 title = Experiment: Rocket Fuels manufacturer = Arcanum Science Industries description = We don't really know a lot about rocket fuel. It explodes, yes, but what else can it do? // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision [B]attachRules = 1,1,1,1,0,0,0 [/B] mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 [B]emissiveConstant = 0.8 [/B] fuelCrossFeed = True vesselType = Probe MODEL { model = ArcanumIndustries/Parts/Mesh/scienceContainer[/SIZE]
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This mod is essential for me and all of us science addicted Kumans. Would be really nice if SirDragon (last activity Feb 2015) or someone else could maintain/update that stunning part of modification. Maybe someone knows a similar option to do (mass) science.
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OK, breakfast action: I re-edited and installed arcanum fuel science again. Now i can NOT reproduce that error. All experiments seems to work now. (See screenshot.) I also paste the edited configs, best would be anyone else could try all 3 experiments with them. Me keep it in game now, maybe a contract comes up to do them again, if not i will try them on occasion. PS: Files later.
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OK, breakfast action: I re-edited and installed arcanum fuel science again. Now i can NOT reproduce that error. All experiments seems to work now. (See screenshot.) I also paste the edited configs, best would be anyone else could try all 3 experiments with them. Me keep it in game now, maybe a contract comes up to do them again, if not i will try them on occasion. PS: how i can spoil a text and paste a screenshot here?
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Post deleted -> see following posts.
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How fast a PC must be?
Jansn replied to Jaeleth's topic in KSP1 Technical Support (PC, modded installs)
But i also can confirm that disabling HT on my 4790K helped a lot to make KSP run smoother a lot. I use many wellness-, sound- and visual plusins, part plugin just the Tantares LV/SCANsat/Station Science.. I play on Linux/Lubuntu 14.10, now 15.04. (with Intels microcode-kernel-patch.) I had many stuttering and this short breaks each 1-2 seconds, even at low part-count vessels. Since i disabled HT it runs extremely smoother. I also still have a long-term-extra-boated-all-insavegame in an extra installation, quite dead, dont play it anymore but sometimes i look into by curiosity, and there is exactly same behavior, just in an more extreme condition. (250 mods!) Dont know and i am not interested in whats true or not, its just my own experience. -
New Mobile Processing Lab mechanics
Jansn replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
I have several MPLs around the Kerbol System, each filled up with 2-Star-Scientists to generate Science Points which i convert into Funds (Career Game with full Tech Tree). The generated Science i can transmit, but the "Data" is full now after processing some experiments. How can i reset these Data Counters or do i have to send/replace new MPLs to continue processing Science Data? -
I pruned stock docking ports and only use yours anymore. Works perfect. Thanks for that. Title tag in cfg should be "title = Multiport-c". I added cfg to the Multiport folder for "cosmetical" reason.
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No, share vessels in any way outside KSP. The logged in user/person is visible, you can chat, EVAs and stock vessels are visible/controlable but (logically) the modded vessels are not. No. Sometimes it lags a bit, sometimes there are timejumps of seconds or minutes, funny when you dock, randezvous or EVA, but framerate is not affected by DMP on my machine.
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In any folder.. anywhere.. (depends on the operating system) DMP Updater in the same folder as DMP Server.