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Everything posted by Skalou
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Hello, nice to see an official mod added on CKAN! great symbol! (on my side i would like it use KSP-AVChecker too, to be warned there is an available update during the loading screen) However, i see the textures are in .png, is it a miss to don't use the new .dds format? thank's
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there is this also the amazing PvPmod with an inflatable rescue ship in option
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Yeah great mod, thank you i didn't see this in the change log and recent posts, so here is my sugestion for the new stock radiators: heat radiator Panel Deployment Toggle heat radiator Panel Sun Tracking Toggle maybe it works like the deployable solar panels, with a similar mechanic: MODULE { name = ModuleDeployableRadiator animationName = Deploy retractable = true pivotName = Pivot raycastTransformName = Panel_006 windResistance = 5 trackingSpeed = 0.1 } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 2500 }
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here is some reading for you: [iNFO] KSP floatCurves and you - the magic of tangents however this mod doesn't allow to draw curve without defined tangents? for exemple for the RT-10 SRB: atmosphereCurve { key = 0 195 key = 1 170 key = 7 0.001 } For this task there is a great plugin for Unity that permit it (auto tangent mode): [unity]FloatCurve editor 1.0 but i'm not sure this is how KSP works. someone can confirm it? P.S: thanks for sharing your works guys, we know you ever contributed a lot to KSP mods. suggestions for feature aren't (and can't be) a hard request, it's just some ideas to improve the mod just in case you don't have enought . (a proverb say:it's the one that has the idea that have to do, but code is a skill some few people have and is less attractive to learn than drawing on blender...)
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Woow, i'm so ashamed now to didn't remember this and you are right, i can do my own science, so, that's what i've done: -experiment in KSP with the Gravioli Detector on Kerbin: on the launchpad; g0=9.81m/s² g in orbit at the altitude of 100 000m; g100 000=7.21m/s² g in orbit at the altitude of 1 000 000m; g1 000 000=1.38m/s² from the wiki: [TABLE] [TR] [TD=colspan: 2] Mkerbin=[/TD] [TD] 5.2915793×1022 kg[/TD] [/TR] [/TABLE] r=Kerbin radius + altitude Kerbin radius= 600 000m the calculs are ok with G=6.674x10^-11 (maybe [m]^3/^2/[kg] ) the G is different of the Standard gravitational parameter from the wiki: 3.5316000×1012 m3/s2 thank you for your answer, that's why i like forum , i could have scratched my head many times... Edit: hey, i understand better why we are accelerating so slow at an high Ap of an elliptic orbit now.
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amaizing, i like the 5 sounds at the end, who is the guy with a hammer destroying my ship? do you know what part/mechanism produce it IRL? and yes there is sound in spaceship, there is air inside the ship, sound can be also tranmitted by the structure vibrations(yeah man). if you said because the camera is outside, what a pretty sad ambience it will do.
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hey, i find it fun, maybe it's an illusionnist trick ( an inclined house?) and the guy don't seem dumb, he is presenting it like a story for childrens. are you taking it really at first degree? also it seems it has become a touristic attraction now , paid your ticket, take a photo, next!
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hello, i would like to know what is the gravity(g) at differents altitudes, does the IRL formula works for KSP? Do you have a number for G(the big one)? or at least some g (the small) references, for exemple g/Kerbin-asl=1 (=9.81m/²) ,g/Kerbin-100km=? thank you Edit: Argh sorry i am in the wrong section, i wanted to post it in the "General KSP Discussion" so is there a modded part displaying it?
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Any current and working mod manager application?
Skalou replied to Mytrenet's topic in KSP1 Mods Discussions
one of them is CKAN: http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager you can save/import the modlist (up left button). ther is also a plugin ( i don't use nor remember it) that allow to re-install the manually added mod. it's not the only one. -
Transmit science data from one vessel to another
Skalou replied to guitarxe's topic in KSP1 Mods Discussions
i agree totaly, imagine a surface sample where you grab rocks, what do you want to do more in the orbiting lab than a kerbin lab with a transmitted data? with a physic data ok, you can analyze them maybe even better in low gravity and discover undetectable thing on ground. but more, it's a gameplay mechanic, it gives you a bonus if you do harder things. what i think interesting in your suggestion could be to transmit and store the science data to a lab when we are not in range of Kerbin but without a bonus, with mod like Remote-tech or antenna-range. i wish someone will develop your request however, own his gaming style. -
Kerbal Weather Systems needs your help!
Skalou replied to silverfox8124's topic in KSP1 Mod Development
i really hope you will receive help to don't give up this ambitious project! -
a forked work i wish is to use it in game (not only for modding) to display the engine curves to better understand how they run, the same fo solar panels etc something that display them in the part selection tab with other characteristics maybe?
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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
hi, just to give you my feedback: i use your mode with default "science mode" perfect for my actual skill, i will upgrade to restrict to line of sight requirement and control for probe latter (time to upgrade the network), i like the UI too, some questions however: After my upgrade, will the connection for control of probe cost more Ec ? depend of the connection quality? Also do you know a mod that keep those antenna open after transmitting science? it's just cosmetic but i find it weird. maybe a section in the 1st post with a small description and links to the differents patchs for other parts compatibility, gameplay balance config,.. working with your actual version? Edit: I use Scansat mod does it work with? ( EC cost for transmitting the "analyze data") thank you -
great mode, my suggestion for improve it: -compatibilty with AVC-checker and C-KAN -the plugin is actually a toggle, so it retract manually opened panels,...: maybe change it to switch alternatively to "retract all"/"open all" -show the state of the switch: opened/closed, maybe a in game button like those for gear or lights/an icon for tool bar mod. -configurable keybinding (in a settings.cfg) to easily solve conflict with other mod (precise node in map view for example), -disable the function in map view maybe you want to keep it simple (as you said there is action group/other mod like ship manifest/action group extended for more complexe operations) but that is what i would like to complete them, i need your plugin mostly for: -testing ship and dont assign all those news panels each time, i'm lazy , (tweakable everthing is great for this too but need more clicks) -open them all while in space(exept those covered of course) -retract them all for reentry/docking/landing/emergency/...,reset the mess when docking a ship with panels opened to an other with them closed thank you for sharing your work
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Skalou replied to TriggerAu's topic in KSP1 Mod Releases
hi, i come to report a bug: KAC allow to "jump to ship" on asteroids. how to reproduce: -track an asteroid in the tracking station -set an alarm to the asteroid (for exemple an SOI change alarm) -now, you can right click on the alarm and use "jump to ship" button it allows to see his shape, see his mass, set a manoeuvre node,... exept this minor bug, KAC is a must have and other features are running like a swiss clock! my own opinion on the KER integration (really usefull) is to don't touch old alarm for safety. -
i want electric one's to do this!
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thank you wasml, the PID Tuner mod from regex you linked is minimalist and permit to tune himself the stock parameters, however pilot aids assistant include this feature too (and some other great i use). but the main problem is you have to know what you do (most of the time i make it worse), so i will try the MJ'one that include a self tuning method because it's simpler. maybe latter i will try to come back to the classic PID parameters and try to tune it manualy because i understand a bit how it works now. the target of this post was to find a better SAS you don't have to tune, for focus on the launch of this rocket and have fun!
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Nice you have done this blacklist, so i'll give it a try ! (and i can't help trying again the other features on a sandbox ) Also i decided to take bull by horn and have a look at what is behind the scene, but unfortunately i didn't found informations on it in the MJ online manual, there is this but it's maybe outdated: http://forum.kerbalspaceprogram.com/threads/49381-Mechjeb-How-to-make-SASS-chill-out-stop-wasting-RCS-and-shaking-things-apart an interesting link to wikipedia: http://en.wikipedia.org/wiki/PID_controller is your method is "Ziegler–Nichols method" or something like this? i also play with pilot asistant, it's a different method? i see we can derictly modify the Kp,Ki and Kd a nice picture from the wiki above to understand it for noob like me. Thank you anyway to help me.
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No news on this? Maybe my last post could be misunderstood after rereading, mechjeb is a really good mod but i don't want to use it now because i don't need most of the features (or there are in other smaller mod) . Maybe i will use it latter when i will be a vetteran bored to launch hundreds times the same fuel-resuplly ship, redundant thing, easy manoeuvres or when the piloting and trajectories won't be a difficulty factor. For now i still use the stock SAS, but most of time only in vacuum , yesterday the SAS induced a resonance wobble that cutted the rocket in 2 parts during the launch! (when disable the rocket just roll a bit a do a nice gravity turn, still need some light manual correction however). So what i'm still looking: improved SAS in vaccum like described in first post: -tune parameters to not over compensate (or really less) -automatic tuning depending of the ship: momentum of inertia, reaction wheel torque... -wobble fighting: detect and adjust to avoid resonances atmosphere function: do the same with aero control parts, take care of wind speed, density,... there was these kinds of functions in FAR in 0.90 (now i use stock) 2 modes: -Standard: use max 80% of the available controles to do the job but let 20% for manual adjusment. -smooth: activable via shift key, objective: able to do a half turn in a defined time with smooth gradual limited torque to avoid wobble for spaghetti ships, save Ec, better looking manoeuvre. transparent for the player, i don't want to tune all this PID or whatever parameters that are all intricated, it's possible by trial and error but there isn't easy rules to tune it, so it's long and not really fun for me, it's deffinitely a specialist task i will happily give to a program. Maybe it's not an easy task (because the ship is not only one rigid part?) but it's just my point of view of gamer. In waiting, is there a mod that allow to disable some axis on the SAS, so i can just activate it on the roll axis for launch?
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Any mod repairing/replacing solar panels?
Skalou replied to FancyMouse's topic in KSP1 Mods Discussions
You need KIS for this ( but if u have KAS u must have KIS), prepare a resue ship, put new solar panel in the pod inventory, u will need the tool too and a ladder is really welcome to avoid drifting in vacum, the book is usefull at the biginning. Launch engineer inside. Edit: tips: G grab R change node X attach remove your jet pack before attach / slide to your inventory or your kerbal will rotate weird ( the best is to be on a ladder) this mod is amazing and really give a great dimension to EVA. i dowloaded it for the same reason as you, bug when EVAed my kerbal and he get ejected right in my solar panel field like a bullet. also i think too you can't repair solar panel actually in stock: http://wiki.kerbalspaceprogram.com/wiki/Engineer -
thank you, first i have to say there was a problem with the Claw stock bug fix mod, that was giving a delay to clutch gimbal and can lead to wobble, now updated. for pilot assitant thank you, now i use it for long boring jet travel:wing leveller + alt control + KAC pause on alarm+ quick mute=u can go sleep. there is also a modified sas but i'm not enought mad to use it and tune parameters for each stage of each vessel. for mech jeb sorcery: me using this cheaty aimbot? me alive, never!! uuuh, considering it's the only one working great were is the DL link? Edit: what i need: http://blog.planete-nextgen.com/wp-content/uploads/2014/02/tapette-mouche-epee.jpg what mech jeb is: http://us.123rf.com/400wm/400/400/vicnt/vicnt0907/vicnt090700006/5198698-jumping-t-90-tank-foto.jpg
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
Skalou replied to silverfox8124's topic in KSP1 Mod Development
Even informatic can be unpredictable -
hello , I'm looking for a mod improving the SAS function, looked a bit in the forum but didn't find what i would like: -tune parameters to not over compensate (or really less) -automatic tuning depending of the ship: mass, inertia, sas torque... with this i should be able to use "persistant rotation mod", dost it exist yet?
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yes i use blender, unity, gimp.