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KSP2 Release Notes
Everything posted by Denko666
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Working on it. But there's a couple of things that are giving me a hard time. So bear with me a bit longer.
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quick recompile against KSP 1.3 libraries: https://www.dropbox.com/sh/yqch87gpj26zvav/AAD_wZ-yFOFNBpRllpzFOjDua?dl=0 it has some graphical issues, but it seems functional soz, woks, but it doesn't save the config.
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Hi @smotheredrun, If you are sure you are using the latest version of Warpship, then i'm just as baffled by this as you are. If the engine controls are there then the develocitizer should also be there. it's not impossible another mod could have overwritten the menuentry, but it's unlikely. Apart from the Interstellar mod i know no other mods that conflict with the Warpship mod. Could you do the following: - Load your game - go to a warpship in space / launch (or cheat) one into space - rightclick the warpengine ring - exit the game - upload KSP.log and Player.log (use pastebin.com or similar and link here) Hopefully there is some clue in there that can put me on the right track to solve this.
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 the cool mods just keep on coming with you don't they! Thx! -
I got it too, but i start a new game they are there. I tried deleting modulemanager cache and partsdatabase but that don't help.
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
Denko666 replied to steedcrugeon's topic in KSP1 Mod Releases
Hi, When installing through CKAN, the mod ends up in directory GameData/REKT-0.4.3.1/SHED. Some parts however (predominantly OTAV parts) refer to /SHED/... (ex.: SHED/Parts/OTAV/OTAVcore/rektOTAVcore). These generate file not found errors in KSP.log and those parts are not loaded into the game. Please check how the REKT archive is created so it gets rid of the 'REKT-0.4.3.1' directory. Thanks for all these mods, they make KSP so much more interesting! Kind regards, Denko66 -
I hear ya There's a couple of options i'm contemplating: 1) A 2nd antenna with a longer range. i could copy the current antenna's model and texture, but put in different stats in its config. This is the easiest way and quickly done. 2) A 2nd antenna model. Requires a new 3D design, texture and model. i'm still fighting with getting the pod 3D object converted into a 3D model that KSP can use. So this is not going to be quickly implemented. 3) Keep the current antenna, but put in upgrades. Range would extended the higher the upgrade. I have no idea how to make degradable parts, but this is probably easier then making a whole new model. 4) More realism: communications between star systems using conventional radio waves would be unpractical. Assuming radio travels at light-speed (need to verify this). If we take the real life example of Proxima Centauri, Sol's closest neighboring star, it is still about 4ly away. So if (let's hope, one day) the IXS travels there and you'd send them a message they would get it 4 years later. And we'd get their answer another 4 years after that. Considering people get irritated if one doesn't reply to an sms or im within 15s, we can safely assume waiting 8 years for a reply is not realistic. When the real world doesn't offer solutions in regards to the IXS, i tend to turn to Star Trek lore for answers. And that means: Subspace communications. However, to do this realistically, this would require an additional communications mechanic for KSP. I'm thinking Subspace buoys that hook into the regular communications network and relay it to and from the Subspace communications network. so applied to our real life example that would become: Space Command Center --radio--> Subspace buoy --subspacecomm--> IXS subspace transceiver. OR Space Command Center --radio--> Subspace buoy --subspacecomm--> Subspace buoy --radio--> colony antenna. Obviously this would mean at minimum 2 new models: a Subspace buoy and a Subspace transceiver module for the IXS. And also a Subspace communications mechanic for KSP. I roughly know what needs to be done for all of these solutions. But especially for the last one, i need to look up and learn more about KSP modding. And that takes time. So here's what i'll do: i'll look into adding upgrades to the current part, if that proves to be too complicated i'll simply another antenna with better stats. And i'll put the Subspace Communications on my to do list, cause now you made me think about it and i wants it
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
your Center of Boyancy (which the editor cannot show) is below your Center of Mass CoB will always try to get above your CoM where if you draw a line from CoB through Com it will hit the surface of the planet at a 90degree angle. (am i making sense?) or put differently your CoB always has a tendency to want to be radially out from your CoM. when looking at your airship, consider all the parts that provide boyancy and try to see them as one big vokume, then guestimate the center point of that volume. imagine a line coming straight out of the ground going through your CoM, if that line does not cross the guestimated CoB your ship is unbalanced. If the line crosses your CoB first before the CoM then your airship is balance inverted. If your CoB is below your CoM and does not cross the line perpendicular to the ground then your airship is unbalanced and inverted. -
not on CKAN?
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
i dont think it does. its just that airpark keeps a ship in the same spot, but it doesn't compensate for shifts in CoM. Landing a spaceplane on the airship causes some serious change in CoM. i anticipated that and put storage gondolas with Lead in them Front Left,Center,Right and Rear Left,Center,Right. I use TAC FuelBalancer to pump those around, but manually rebalancing the airship is vewwy vewwy twicky because of its overall mass and size it has tremendous inertia and so reacts very sluggish to the changes. All the while the spaceplane start to slip to one side further exaggerating the unbalance, meaning you need to start shifting lead around again and the whole balancing act starts over again. It does keep you busy. So i think i need to have this done by kOS, who can more accurately calculate how much lead needs to go where in order to keep the whole thing steady. i'll post the script when i have it working. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
Looks OK now happy customer... Here's the MM script i wrote for it: @PART[*FlightDeck*]:NEEDS[Heisenberg] { @crashTolerance = 50 @breakingForce = 300 @breakingTorque = 300 %thermalMassModifier = 8.0 @emissiveConstant = 0.8 } It does produce a new issue tho.... airpark apparently does not influence attitude control, so keeping the airship balanced is tricky. I think i'll write a kOS script for that https://flic.kr/s/aHskRUGiVp -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a complaint for the manufacturer of them deckplatings here: They're can't withstand exhaustheat and buckle at 13T+... With unfortunate consequences, as you can see -
seems like the DNS root servers have worldwide issues:
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other websites seem to be having issues also.... so it might be something more widespread and not spacedock itself.
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Same from Belgium, so slow even BPost would deliver the pages faster
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Denko666 replied to sirkut's topic in KSP1 Mod Releases
you can probably remedy that by changing <bool name="multiPartAttachNodeReinforcement">1</bool> in GameData/KerbalJointReinforcement/Plugin/PluginData/KerbalJointReinforcement/config.xml to <bool name="multiPartAttachNodeReinforcement">0</bool> -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Denko666 replied to sirkut's topic in KSP1 Mod Releases
XCLLNT installed 2.0.10, turned off servo locks, disabled all autostruts and put rigid... Works like a charm! THX! -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Denko666 replied to sirkut's topic in KSP1 Mod Releases
I found this odd occurance: a folding wing with one flat pivotron works fine; a folding wing with 2 pivotrons messes stuf up: (anigif) Using KSP 1.2.2 IR 2.0.9 Happens both with and without KJR Log: https://www.dropbox.com/s/d93xapq9wtolxgm/KSP.log?dl=0 i suppose this is a bug? -
Capital Idea!
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
I did use airpark, but i think i need to read up on how to use it. It did seem to park when i added the anchor from hooliganlabs. But maybe it started to roll again before i could push park. Each time i launch it takes quite a while to balance out the airship even with fuelbalancer and it starts rolling even from Jeb's farts. I seem to remember someone here commenting he wanted bigger diameter airship parts.. I kind of concur with that. My workhorse SSTO doesn't fit into the hangar deck. Even when i fold the wings 3ways. I made a lite version, and that one fits but barely. I think there 1mm on each side. Maybe an oval hull would be cool? One wider then it is tall? Like this one Just dropping that with you should ever feel inclined to make a second hull formfactor Thanks for yet another great mod m8! -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
I did find a little 'gotcha', not a programming error, not really a bug either, but something to keep in mind: When i lowered the cargo lift and rolled a rover on it, even with brakes on the rover started sliding. While the lift was going up again i switched back to the rover to undo some of the slipping. Apparently the lift does not detect when it should stop when the dirigible is not the active craft, so it squashed the rover against the roof of the Cargo Lift section. Also, i lowered the lift before 'launching' the rover and drive it over to the dirigible. But when i got in view, the lift was up again.