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Everything posted by canisin
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[1.4.x] Stock Antenna Balance - July-29-2018
canisin replied to WuphonsReach's topic in KSP1 Mod Releases
Hey @WuphonsReach, did you ever get to implementing / releasing changes for the JX2? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
canisin replied to Galileo's topic in KSP1 Mod Releases
Hello, The first post mentions a Kopernicus dll, which must be replaced in order for Jool rings to work. I have just put together a new install and using the up to date versions of both SVT and Kopernicus, I have gotten Jool rings to appear fine. Is this expected? Has Kopernicus been updated to include this fix? ıf yes, maybe the first post may be updated.- 1,019 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
canisin replied to Galileo's topic in KSP1 Mod Releases
I dont want to intrude, but I felt like my question got missed among a different discussion. In regards to my previous post, can anyone tell me how Jool is supposed to look in SVE? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
canisin replied to Galileo's topic in KSP1 Mod Releases
Hey All, I am trying to put together a modded installation for a new campaign. I am trying to set up the visual mods and testing mods to see if they work in v1.3. So, I captured the following screenshots in the Tracking Station with and without Scatterer. It seems to me that Jool look much better without Scatterer. So, I was wondering if I there was some configuration required. Or if this is the expected result. [The forums embedded my album, the order of the pictures is: Jool with and without Scatterer, followed by Laythe with and without the same.] The only installed mods for this screenshot are: SVE, EVE, Scatterer, SVT, CTTP, Kopernicus, ModuleFlightIntegrator, OPM, Pood's OPM-VO, Sigma Binary, and Module Manager. All mods are up to date versions collected today. Looking forward to your advise. -
Hello @DennyTX, Thanks for the update! There were reports of a large memory leak. Were there any fixing related to that in this update?
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[1.4.x] Stock Antenna Balance - July-29-2018
canisin replied to WuphonsReach's topic in KSP1 Mod Releases
Hello, it has been a long time since I posted that and I have even moved on to a new career. So I guess, I will not be able to help you out. But I am sure the mod author @WuphonsReach can help you out. -
Thanks a lot for the detailed explanation! :))
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Hello, I am using your mod and I really like it! Thanks a lot for your hardwork. I also think your balancing rationales are very solid. I wanted to ask if a certain effect that I am experiencing is related to this mod. I am mostly having this effect on my airplanes. When I attempt to make small adjustments to my attitude with SAS in stability assist mode, I am experiencing a strong reaction in the reverse direction after my adjustment. I am thinking that it might be due to the strong torque available to SAS trying to correct my adjustment. Or it might be aerodynamic effects, too. I am not sure. This is a difficult situation to describe. But to ask in a different way, is SAS able to tell the difference between my input and natural instability? Can it be that SAS is attempting to "correct" my input and it is too good at correcting me due to the large amount of torque available to it? Also how is the part pack coming along?
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Dock at a specific position only
canisin replied to gowthamn's topic in KSP1 Gameplay Questions and Tutorials
You can use a very small MM patch for this. For the instructions, please see: -
Basic Aircraft Design - Explained Simply, With Pictures
canisin replied to keptin's topic in KSP1 Tutorials
I just wanted to say that your tutorial is so beautiful! Thanks a lot for your hard work! -
MPL Data procesing and reasons to get out of Kerbin (there aren't)
canisin replied to EstebanLB's topic in KSP1 Discussion
Well, I also obsessed about tweaking my own career game, but I had much smaller ambitions. But even then, I felt like I had to give up at some point. Good luck with your design! -
MPL Data procesing and reasons to get out of Kerbin (there aren't)
canisin replied to EstebanLB's topic in KSP1 Discussion
@Streetwind @Blue_J Thanks a lot for the information and comments. My first thought was to lower the science conversion rate from 5 to .1 and increasing the context modifier to compensate. But as you have explained this completely screws up the lab speed. Another approach might be to tweak data scales of experiments (I think this is also configurable), but then again, that would screw up transmission costs. I could then go on and modify antenna bandwidths, but obviously everything is having a huge chain effect It looks like modifying the lab is not worth the effort. For the time being, I think I will ignore it. I am playing a heavily modded game similar to Blue_J and I think I have enough experiments to keep me going. But, Streetwind, you still said you were preparing your own tweaks, care to share? -
MPL Data procesing and reasons to get out of Kerbin (there aren't)
canisin replied to EstebanLB's topic in KSP1 Discussion
Hello! What kind of tweaks are you talking about? I still don't understand the lab fully, because I haven't used it yet. I had used it a little bit in an old career a few years back, but I hardly remember. I want to use it, but I want to keep my science play as challenging as possible. Can the variables of the lab be modified? Would you for example suggest that the modifier for data from different locations be set to 0? So that, you have to ship your lab around? Or is it possible to make the once-per-experiment rule global across all labs? -
[1.4.x] Stock Antenna Balance - July-29-2018
canisin replied to WuphonsReach's topic in KSP1 Mod Releases
Thanks mate, I'll try the update when I get home. -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
canisin replied to SuicidalInsanity's topic in KSP1 Mod Development
no problems, i think i can find it myself.- 862 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
canisin replied to SuicidalInsanity's topic in KSP1 Mod Development
ok thanks! i will look it up.- 862 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
canisin replied to SuicidalInsanity's topic in KSP1 Mod Development
Hello mate, do you have such a config file for the Mk2 Exp?- 862 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
If anyone else needs this information: (Well the quote does not show the interesting bits, go the GC thread and see :)) -
Ahh thank you for the quick responses! You made my day!
- 1,554 replies
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ohh thanks a lot for this information. The mks download is not yet updated and it includes the full ground construction and configurable containers. So, just to make things clear, I think I still need 000_AT_Utils, which is a requirement of GC, and 000_AT_Utils includes a ConfigurableContainers folder which only contains 4 cfg files. So, what I have in the end are as follows: 000_AT_Utils -> containing Plugins, and only filter extensions.cfg (+version file) ConfigurableContainers -> containing 4 cfg files (Cryo, GPO, tankConf, tankTypes) (+version file) and GroundConstruction -> everything minus Patches, SpaceCrane and MobileWorkshop. Correct?
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Hello what is the definition of Ground Construction -core? How can I get it without CKAN? (What do I need to keep and what do I need to delete for MKS?)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
ok, I only realized after my post that RD and allista were working on a release about righ now. i was under the impression that this was an older discussion and that people already knew what to do with what. I am sorry if my post came across as demanding and entitled. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
canisin replied to RoverDude's topic in KSP1 Mod Releases
Hello all, Can anyone help me clear up this Configurable Containers and Ground Construction dependency issue? I am starting a very heavily modded carreer game and I will be using MKS for the first time. Before starting the game I was going thru my tech tree and evaluating all the parts that I had installed. I saw an Air Crane part which I decided that I didn't like much and found out that it was part of Ground Construction, which seems to be a part of MKS. But here I come and read that it is not a strict dependency, that it is actually the core of said mod that MKS depends upon. I also find out that there is this other mod Configurable Containers, which is not really a dependency. Considering that I am already running both Firespitter and FuelSwitch due to dependencies, I feel like I should probably be removing ConfigurableContainers, if I can. There is some discussion about a CKAN update on the previous page. But I am doing manual installs. Well, maybe I should assume that RD's own MKS release should be correct, but seeing the whole ConfigurableContainers and GC with the sky crane in there makes me doubt it. Can anyone explain to me what I need and what I don't need or direct me towards some documentation or similar? Edit: TLDR: What exactly are the contents o the Ground Construction -core? What can I delete from MKS_0.50.16.0.zip? Thanks a lot in advance!! -
I am very sorry! Please ignore what I just said, it turns out there wasn't anything mysterious. Upon closer inspection everything is working as expected. At least from a technical point of view. I thought the recycler 500 was missing, because I thought it was some kind of US wedge. And I thought the greenhouses were in the wrong node even though they were specified in the CTT.cfg, but in fact their names were wrong! I have created a personal patch to move things back into hydroponics and recycling. But @RD, you might want to check out CTT.cfg.
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Hello all! I just wanted to post that I am having the exact same issue as described by SmashBrown a couple of pages back. Has there been any solution to it? Is there any way I can debug this? I am also noticing that the RT-500 is completely missing.
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