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Everything posted by Aelfhe1m
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Editing or duplicating of Antenna to make it a relay
Aelfhe1m replied to MoarBoostersRUS's topic in KSP1 Mods Discussions
@MoarBoostersRUS Sorry I've just noticed I made a mistake on the first line it should be +PART... rather than @PART... (+ copies while @ edits) -
Editing or duplicating of Antenna to make it a relay
Aelfhe1m replied to MoarBoostersRUS's topic in KSP1 Mods Discussions
It would work. Best way would be to use a ModuleManager patch to make the copy - example: @PART[commDish] { @name = commDishRelay @title = Communotron 99-99 Relay // increase mass for game balance? @mass = 0.5 @MODULE[ModuleDataTransmitter] { @antennaType = RELAY // might also want to adjust packetInterval, packetSize or packetResourceCost for balance } } -
[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
@wile1411 Thanks for the report. I was going to add a button for the new search feature and added that line into the code with a placeholder icon. But I decided it wasn't needed and deleted the placeholder icon but forgot to remove the line from the code. It should be harmless and safely ignored. It will be fixed in the next update (GitHub commit). -
[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
I've figured out what I did wrong with the animations (real dumb mistake) and the update is in the GitHub source if anyone wants to grab it (just three lines of config to update). I've decided not to push out another update so quickly but will roll it into the next feature release instead which will hopefully be coming out next weekend. -
I don't see a Bon Voyage Autopilot on that rover. That looks like a Rover Science rover brain on the front.
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[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
New version 1.2.2 for KSP 1.3.1 (download from SpaceDock or GitHub) Recompile for 1.3.1 (not compatible with earlier versions) New category icons courtesy of Alshain New workshop models by Enceos The workshops all behave identically at the moment but future versions will limit part construction by type of workshop Animation work on new workshop models is incomplete NEW: add search function to workshop parts filter FIX: paging no longer hides some parts Changed the way the mod writes to the game logs. Some messages are now written only if verbose logging is enabled in the system settings. NOTE: Dependencies are no longer bundled - please download them separately -
How to hide version number in the gameplay
Aelfhe1m replied to duchenpaul's topic in KSP1 Gameplay Questions and Tutorials
In Steam right click KSP in your game library and open the properties window. In the Betas tab you can select "previous_1.3.0 - 1.3.0 Kerbal Space Program" and Steam should start downloading the files necessary to revert to 1.3.0 (it may have changed some before you cancelled). It will then stay on 1.3.0 until you change the setting again. To be extra sure you may want to wait for Steam to finish reverting then go back into properties and "verify integrity of game files" from the local files tab. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
@Wyzard Using a KAS pipe to connect to a lode works fine. Or I prefer having an EVA Kerbal attach it directly onto a flatbed for transport to a base for processing - may need one of the Konstruction crane/forklift parts fitted to the collection rover to act as a force multiplier to get around the KAS mass limit. -
You've got several out-of-date versions of mods. Make sure you install the most recent 1.3 versions. From a quick look you need to update: FireSpitter, B9AnimationModules, DMModuleScienceAnimateGeneric, USI Tools, Planetshine, TweakScale - there may be others I missed. You've also got two versions of KerbalJointReinforcement listed. Remove the older one.
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That log shows that you're running the 32 bit version of KSP and ran out of memory. When using mods it's almost essential to run the 64 bit version of KSP.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Aelfhe1m replied to RoverDude's topic in KSP1 Mod Releases
The failsafe altitude is different for each planet and is equal to the planet's radius multiplied by the drive's configured MinAltitude (1 for 2.5m drive and 1.5 for 0.625m drive) - this bit of code here Edit: and it's displayed in the warp drive's PAW whenever you're under the failsafe altitude. -
And if you want the idiot lights to be stackable as well then also include: moduleName =ModuleKELCD
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Aelfhe1m replied to Angelo Kerman's topic in KSP1 Mod Releases
@B-STRK I'm not sure what the problem you're encountering is here. Workshop uses a very simple method to decide where to store finished products: Get a list of all KIS inventory containers on current vessel (multiple docked vessels count as a single vessel) which have been "favoured" Starting from container nearest vessel root check them in order until one is found with large enough free space If no favoured container contains enough free space then repeat for unfavoured containers. Containers that are not part of the vessel or have been stored inside another KIS container are never checked. Pathfinder modules that are uninflated or are configured as something other than storage still have a small KIS inventory. It's possible that the new part was being stored in an unexpected module? I am looking into how to implement some sort of inventory management with highlighting to make it easier to find where manufactured parts have been stored in a future version of Workshop.- 3,523 replies
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[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
Replied on KAS thread: -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Aelfhe1m replied to IgorZ's topic in KSP1 Mod Releases
Just loaded up a test instance with just OSE, KAS 1.0 and dependencies. The JS-1, TB-60, TJ-1 and TJ-2 are in the structural tab of the workshop: -
The "Launch a New Space Station" contract has the following three requirements which must all be met before it will generate: unlock any part with a docking port module unlock any part with deployable solar panel module, curved solar panel module or Kopernicus solar panel module unlock the PPD-10 Hitchhiker Storage Container
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@Frozen_Heart Your're missing 000_USITools from GameData. It should have been included in the USI-LS zip.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Aelfhe1m replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ I just got around to re-testing with KIS 1.7 to try and narrow down why the patch I use was working in my game and I've found that it ALSO works with just KIS 1.7 installed but only on the 2nd and subsequent EVA. On first exiting the vessel the inventory can only be opened from extremely close to the centre of mass of the container but if you then re-board and then exit the vessel again, the interaction range increases to whatever was specified in the patch. This behaviour seems to reset itself when switching to another vessel (or EVA Kerbal) out of physics range. Test set-up: -
[1.4.X] OSE Workshop Continued - KIS Addon
Aelfhe1m replied to Aelfhe1m's topic in KSP1 Mod Releases
@Doctor Axel I'd never heard of Gold Standard before but it looks like a fairly straight forward mod. Unless you have another mod installed that is also trying to modify the converter recipe then you shouldn't need to do anything special to change the resources used to make material kits. For an example of a recipe patch see USI MKS: https://github.com/UmbraSpaceIndustries/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/Patches/OSE.cfg#L422-L501 -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Aelfhe1m replied to Yemo's topic in KSP1 Mod Releases
Some parts (for example relay antennae or rover wheels) will set the default vessel type when you launch. Right click on your probe core, "rename vessel" and make sure the probe icon is selected.- 2,515 replies
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Yes. If you go into settings and then "show formulas" the equation in the build rate box will contain several instances of "[ I ]". This is the variable representing the index of the build queue. Replacing this with zero (the index of the 1st queue) throughout the equation will make all queues improve at the same rate as you spend upgrades on them. Edit: had to add spaces in [ I ] to stop the forum software thinking I meant italics. Edit 2: re-read the equation carefully this time. It's only the first "[ I ]" that needs to be set to zero. None of the variables in the reconditioning formula are dependent on KCT upgrade points. How much you've upgraded the VAB/SPH and Launch Pad/Runway do get factored into the default equation though.
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Telemetry and other suggestions
Aelfhe1m replied to ussoldier2002's topic in KSP1 Suggestions & Development Discussion
Not very detailed but MechJeb has a flight recorder module that can graph various flight parameters over time: There's also: -
Exploring the question, Is there life on the sun?
Aelfhe1m replied to drew4452862's topic in KSP1 Mission Reports
Well Carl Sagan speculated on the subject (very dated now) https://youtu.be/KxwkZv4MAGY and http://articles.adsabs.harvard.edu/cgi-bin/nph-iarticle_query?1976ApJS...32..737S&data_type=PDF_HIGH&whole_paper=YES&type=PRINTER&filetype=.pdf Here's a more recent paper speculating on life in the atmospheres of brown dwarfs: http://www.research.ed.ac.uk/portal/en/publications/atmospheric-habitable-zones-in-y-dwarf-atmospheres(a202e0eb-ebc7-43c8-a0b8-612453e9ee83).html which cites several other papers about gas giant studies.