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Everything posted by Psycho_zs
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How about focusing 1.7 release exclusively on performance and bugfixing? How about doing that with every odd-numbered release?
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Are you talking about displaying disabled stage calculation, or stage resetter idea? OK, the latter is out of scope, just some idea I suddenly had. Regarding disabled engines in current stage, there is nothing to guess: just two simple conditions: 1. For current stage calculate only enabled engines. 2. If all engines in current stage are disabled, calculate them all. The problem with current behavior is that when you shut down engines, dV calculation for current stage is lost and there is no way to bring it back other than start those engines again. BTW, feature request for Basic Orbit: Field displaying dV sum of all planned maneuvers.
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@DMagic, I have a crazy idea for a simple (I hope) modlet. Maybe, you would be interested in making it happen: Engine Resetter: on pressing X (cut throttle shortcut) shut down active engines in current stage and reset their 'staged' attribute to false (I hope it would be enough to make current stage stageable again). It would be an elegant (in Kerbal terms) solution to non-zero minThrust engines. Update: done some testing In order to reset the stage and its engines the following is needed: 1. set 'state = 0' in engines part's main section 2. set 'Staged = False' in engine part's ModuleEngines* 3. increment 'stg' by 1 in vessel's main section. Perhaps such action should only be triggered if there are any active engines in current stage with non-zero minThrust. Also exclude any engines that are not capable of shutting down (SRBs, allowShutdown = False)
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Well, that's the thing about those markings: they are correct if you think of this part as having an external rotor. It's a rotating cap after all. Is it possible to make NodeRotate assignable to a surface attach node? In this case it would be possible to place attach node roughly at the same position as rotating stack node. ... rotatingNodeName = bottom rotatingSurfaceNode = true ... If enabled and if motor is surface-attached, motorize surface node and not stack node. In this case one could just slap a motor cap on the surface and it will rotate, reducing both part count and rotor-stator ambiguity (and devaluing a pun in the description). I think if I'm going to make another part it should be a proper original content, dusting off Blender and all.
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I'm back and I've got something to show you. Here is NOB-05 Step Motor Cap (made by squishing and retexturing stock Oscar-B tank mesh). The focus here is on being less ugly than motorPoints and surface-attaching parts to the rotor (although stack and surface nodes are also available) Here it is, playing well with S-MINI radial adapters from Near Future Construction mod: With tubes from Structural Tubing mod:
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Started a new career with this mod, so far it's looking great. IMHO, the TWR indicator in basic mode needs some tweaking. Log scale up to 100 isn't all that useful because the action usually takes place roughly between 0.3 and 5. So, 10 would be a reasonable top mark, with more detailed log markings in between. Also, it would be great to have a total DV figure somewhere at hand.
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That sounds really cool! Needs a bit more ground-shaking low-freq rumble )
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Is there a mod that improves light physics?
Psycho_zs replied to Clockwork13's topic in KSP1 Mods Discussions
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You can also hide empty nodes: @TechTree:FINAL { @RDNode,* { @hideEmpty = True } }
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Kerbal Space Program Update 1.5 Grand Discussion thread
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
I meant new tanks get overridden by deprecated tanks, so unless I delete zDeprecated and ΩDeprecated dirs, I do not see the new tanks.- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
Ha, new tanks have the same part names as deprecated tanks, so they just override them by order. Removing *Deprecated dirs uncovered new tanks.- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
Psycho_zs replied to UomoCapra's topic in KSP1 Discussion
I've got old FL-T tanks too. Direct download from the store, 1.5.0 Linux version.- 388 replies
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It's never late for a bit of necroposting ) @NotTheRealRMS , have you ever continued Throttle Controlled Shutdown? I use it with a set of minThrust altering patches and it generally works great, but it also affects solid rockets on decoupling making sepratrons and LES impossible to use properly.
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I don't think I'll make a set. And radial point's rim does not have enough real estate to put something there and make it look nice. I have some ideas about making this thing from other stock parts, but of course a proper solution would be to dust off Blender and make a couple from scratch. I do not know when I will manage to do any, can be hours or months ) Meanwhile, you may do whatever you want with this thing