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Everything posted by Skalou
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hi! Even if the 1.1 is close to a release, i would like to see an improvement for choosing the contracts: For now, in the stock KSP, i have to switch frequently between the mission control to watch a contract and the tracking station to know exactly where i have to do the task to complete it, and i found annoying to don't have a map while we are reviewing one: - is this contract near the KSC or is it the other one? -Is it the temperature report on the equator? Where is the site NRJ-12? (specially if there is a lot of same kind contract on the same celestial body) As we have an amazing community of modder, the idea is yet there with the mod capcom: So the suggest is to have something looking this in stock, or having a toggleable map view in the mission control, etc...
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Skalou replied to toadicus's topic in KSP1 Mod Releases
In waiting a maybe update, here is a "Yodadicus statue" to congrate you for your amazing work for KSP: All the credits must go to Adam Beamish of sketchfab where i found this amazing model: Sketchfab-Master Yoda-Adam Beamish -
Yeeah !! and take pictures of anomaly too! (to give more rep. ) ...but you have to make short trip without waiting too long time, or they will be irritated and your rep. going down daily (until it reach the last limit time of the contract that should be no too long), and so you have to plan it better and shorten interplanetary trips: no more full Homann transfert, it will cost you more fuel to save time!
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Ok! i made the mix myself, and i'm not against a few add (non intrusive pop up, etc), specially if it helps to keep modder motivated to work on awesome mods!
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honestly, i don't have any add or timer on Curse, maybe because of my adblocker?
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Yes , i use contract configurator 1.8.3 (latest for now) and a lot of other mod, but ok i didn't understood it was a "OR" for the antenna and not "AND", finally i validated it (without the com 88-88) so everythhing is fine but a bit confusing in my own opinion: Also, i would like to suggest you to create your own agency with the logo in your 1st post, so we can see clearly where the contract comes from and what is it. Thank you for your work.
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[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
Skalou replied to codepoet's topic in KSP1 Mod Releases
Nice you found the time to update it! Thank you. Here is the new part: The config of this part has also changed a bit, now you will have to paid to use the balancer on your craft : So it cost you mass , drag, money to research and build it ( available in the Specialized Control node of the Tech-tree). Enjoy! -
Are you planning to maintain it? I use it on 1.0.5 (with the annoying start warning for the version), the 1st contract i gave me in a new career was to put a satellite with both DTS-M1 and the big 88-88 around the Mun... i 've unlocked only the 1st tier of the tech-tree.
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There is this one if it can help you: Also , at least on the ariane 5, the fairing is made mainly of carbon-fiber (that is not good for radio waves), but there is some radio transparent windows made of glass fiber. http://www.arianespace.com/launch-services-ariane5/Ariane5_users_manual_Issue5_July2011.pdf page 210/271, A6-2 , Figure A6.1 There is always a solution... for the gameplay i also found it bad to block the antennae inside them, but in counter-balance why not block them during the reentry with big plasma? , but i've read somewhere that chinese scientists(?) could make it possible even during this phase, but it needs test..: hypersonic-spacecraft-communications-reentry-tech maybe why not keep this for the lasts in thee tech-tree.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Skalou replied to cybutek's topic in KSP1 Mod Releases
the mod aero GUI display both: the local "speed of sound" and the ship "mach number" but in flight. -
[1.2][beta] Boosteriferous - SRB Thrust Profiles
Skalou replied to soundnfury's topic in KSP1 Mod Development
Wow , i tried and like it very much! A really awaited feature to (try to ) compete with the aspargarus, I used also "Engine Thrust Controll V2" but without a modifiable in game thrust so not easy to fine tune in game (honestly i only paremeters 2x with it), your plugin also add this kind of stockalike progression and limitation, i like! Only thing is missing for me, the caracteristics to be taken in account for the thrust reading in KER. So congratulation and thank you! What are your plans for the future? -
[1.0.4]Intake Build Aid (obsolete for 1.0.5)
Skalou replied to LordFjord's topic in KSP1 Mod Releases
But, if we are flying below the altitude limit where the engines flame out by the Atmcurve, and if we sudddenly pitch too much > less air come in the intakes and we can still flame-out asymmetrically (it's as said Nathankell: if we don't have enought air intake). So it's not yet a totally useless mod :) -
[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Skalou replied to toadicus's topic in KSP1 Mod Releases
really you wil add this? [URL="https://www.youtube.com/watch?v=AmVIrsx3U9A"]yeehaaa [/URL] i think i understand why it could consume so much ressource: in considering N ships, for checking a direct connexion to other ships or the KSC, the plugin have to check N connexions, fo checking also all the indirect links possible, it has to check about (N-1) * (N-2) *...*... = N! 5!= 120 10!= 3 628 800 20!= 24 000 000 000 000 000 000 30!= 2.6 10^32 ... :rolleyes: So your limitation of the direct link sounds a prety good deal (ans still better than no link anyway), for the need of an engineer or a pilot, both solutions seems good, depend of how we see this, on my side i would prefer a little bit the pilot to do this task, however whitout giving their skill to the controlled probe (because we could pilotnearly every stayputnik probe with 2 pilots sitting on LKO with a big enouth antenna, etc... ), the best as usually could be to make it configurable: -traits needed to control distant probes, -give their SAS skill if pilot again thank you for maintainning this mod :) -
[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Skalou replied to toadicus's topic in KSP1 Mod Releases
So what will you do? you will make it check the traits of the crew? i have some other questions, and sometime picture are easier to tell things (and make me going back to childhood :P ), [IMG]http://i.imgur.com/MXpJXoj.jpg[/IMG] what happen to the rover A? is it controlable? - if at least 1 pilot is in the ship B. - if there is a crew in B but no pilot (engineer or scientist). - actually (AR 1.10.3) and for the future planned realease. Maybe i've read something like these in these thread, and also in a devnote for the future 1.1 feature (that i wish will look-like the best of Antenna range and remote-tech), but i don't remenber well. [U]Edit:[/U] [B]Fubarbrickdust, [/B]good point for the 1. : actually no, but it's planned for the stock 1.1 if i remenber. for the 2. in career mode [QUOTE][U]Toadicus p.92:[/U] the small Comm 16 antenna only reaches to 120 km when paired with an un-upgraded tracking station.[/QUOTE] :wink: -
[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Skalou replied to toadicus's topic in KSP1 Mod Releases
Toadicus, i think i've found a really small bug: [IMG]http://i.imgur.com/cjOk8ws.png[/IMG] tourists (so in career mode) can control the ship if there is a probe even without any connections (no antenna on this test ship) and the "require connection for probe control" parameter. antenna range 1.10.3 with KSP 1.0.5.1028 -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Skalou replied to BigNose's topic in KSP1 Mod Releases
[quote name='BigNose'] Thanks, but I already tried that. The textures are so small, every .dds conversion I tried on them actually made them bigger or the same size (as yours did). For such small textures, there is nothing to gain there. They already load extremly fast.[/QUOTE] It takes (a little)more space on the hard drive but less in the RAM once loaded and the game didn't need to convert them so it's faster, small gain but gain anyway! :wink:- 799 replies
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Skalou replied to BigNose's topic in KSP1 Mod Releases
[quote name='BigNose']Hmm, let me take a look. I also have another small improvement for v3.8, a tiny performance gain if you use alot of lights. Going to test it now.[/QUOTE] While you are at it , maybe you can change the texture to .DDS to improve the memory usage and loading the game faster (there is no small win), i have convert them on my side, here is the link if you want to use them: [url]https://www.dropbox.com/s/y1312zniw03bya9/AviationLights.zip?dl=0[/url]- 799 replies
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Drag of fuel lines and struts
Skalou replied to Skalou's topic in KSP1 Gameplay Questions and Tutorials
Ooh, nice new welcome feature! After a quick test, it doesn't have collider however (kerbals don't hit them), and the difference for long or short lines aren't displayed in the Engineer's report (nor with the old KER for 1.0.4 of course), but i can't confirm "in game" what happened for the mass and drag after loading the vessel, i trust you! (should i really? ) So a small suggest: -add a colider, a simple capsule collider, do we really need it or is it bad for some craft? -display the linear mass of them in the right click (for example: 30 + 5kg/m ) - add a max fuel unit/second per line: -> more fuel-lines for bigger flow needed or add bigger scaled fuel-lines (with more mass and drag) latter in the tech-tree to prevent a bit aspargarus like this too early: what do you think of it guys? ( i konow it's not the right place to suggest, but it could be great to discuss it before) -
Hi, Does the fuel-lines and struts have drag? and if yes, does it takes into account their lenghts? and orientation (to the air stream)? I'am asking this because the mod Trajectories v1.4.3 seems to have problems with them now, however i never known how does it worked before the new 1.0.5 and now, also to better understand the game and just by curiosity! thank's moaaaaaar strutpergarus...!
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[old thread] Trajectories : atmospheric predictions
Skalou replied to Youen's topic in KSP1 Mod Releases
it seems to me it is the fuel-lines and the struts. Edit: their features changed with the 1.0.5 upgrade, i asked it heir: http://forum.kerbalspaceprogram.com/threads/139497-Drag-of-fuel-lines-and-struts -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Skalou replied to blizzy78's topic in KSP1 Mod Releases
I try to help as i can i have made some new tests: -new fresh KSP install -no mod exept "precise node" and "exeption detector" -fresh career (normal ) Same things appened: -error spamming after loading the vessel (from the VAB or SPH), but stopped after the needed buiding upgrade. - So i think it 's easy to reproduce now. here is the log if you need: https://www.dropbox.com/s/l659bwe11mhjur0/KSP.log?dl=0