-
Posts
703 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by FungusForge
-
-
When its done. Nothing else can really be said about it.
-
3 hours ago, Aniruddh said:
Do you mean the new skipper and mainsail model? Then- just copy paste the folder eg. liquidEngineSkipper_v2 under Squad/Parts/Engine from your 1.9 install into your 1.8 install. To remove the old models, go into the .cfg of the old part (liquidEngineSkipper.cfg under Squad/Parts/Engine/liquidEngineSkipper) and change from 'category = Engine' to 'category = none' and add the line 'TechHidden = true' after the 'TechRequired' line- this will just hide the old parts but will not delete old crafts because they had a missing part. I have tried this and works fine! I think this may be what Squad also does in each update to update the parts.
Alright, so I've done this and the new skipper shows up fine, but the new mainsail doesn't for some reason. I have no idea why this could be happening since I haven't touched the configs yet.
-
What the title says. I really want the new models but I'm not quite willing to give up Kopernicus for it.
-
24 minutes ago, frencrs said:
Is the ring around the main parent planet or around the Mun?
Parent body. I set the LANS and inclination/angle of both Mun and the rings to the same values.
-
Currently using KSP 1.6.1 and Kopernicus 1.6.1-2.
Making some personal edits, changing Mun's orbit and replacing Kerbin with Gaia from GPO. I gave Mun an inclination of 12.9 and wanted to line up the ring with Mun, but the ring pivots as Gaia moves around the sun, so the two are only aligned once a year. Is there any way to get it to not do that, and have the ring and Mun aligned throughout the year? Config currently looks like this:
Ring { angle = 12.9 longitudeOfAscendingNode = 110 lockRotation = true }
-
Yeah. The parts look nice, and I'd love to have them, but I don't want to update because of the mods I have.
-
What weapons work properly in space? From reading the thread I can see the HEKV functions, but I remember the last time I used this mod ages ago, bullet turrets flat out couldn't hit their targets.
-
1 minute ago, Rocket In My Pocket said:
Umm...the one DLC we have?
A little early for that isn't it lol?
In fairness, the title does say "eventually".
-
17 minutes ago, SnailnamedSnail said:
how about 1.6 update and two coordinates of incluation?
Its generally good etiquette to not pester mod authors for updates, they have lives of their own, and the 1.1 version runs Kopernicus which itself was only recently updated to 1.6 as a dependancy. There's also a link to the 1.1 version with 2 inclination axes on the previous page.
-
So I just downloaded this and I gotta ask how you gave the stars their own icons in the tracking station.
-
9 hours ago, Frostiken said:
So it says 'veryHeavyRocketry', not #autoLOC_501122. Where is it getting the autoLOC from?
That's because the tech nodes have two names, one that's referenced in the code 'veryHeavyRocketry', and the display name '#autoLOC_501122', which leads to the dictionary for localization. As for why the bug is happening I've got no idea.
-
This sounds really awesome. I especially like the idea of these telling stories, and if I had to suggest something, I'd love to see story events prompt exploration of an area. Kinda like science contracts, just going into an area and doing a crew/eva report to engage the next event.
-
1 hour ago, PTGFlyer said:
Yeah, stock 1.4.5 isn't working.
At all? Is it the same issue mentioned previously or a new one?
Maybe try a full uninstall and reinstall if you haven't already, its a good way to clean out shenanigans.
-
In regards to the Steam thing, you can opt into "betas" that are just previous versions of the game, going as far back as 1.0.5, which honestly sounds like Squad doing what they can for us, despite what Steam wants to do. Also, even though Steam doesn't let us just not update, you can also set the game to only update when you launch it. This will make it quite hard to not notice your game has been updated, and in KSP's case, will allow you to then decide to opt in to a previous version that works with your mods.
-
6 hours ago, swjr-swis said:
There used to be an online elevation map around that had the highest/lowest points of each of KSP's stock celestial bodies, but the links I have seem to come up dead.
There's this link here which works for me. Alas, with "Temporary Kerbal Maps" being what the browser tab calls it I've no idea how long we can really expect it to remain.
-
I'm not sure if there's one out there already made, but if you don't mind getting your hands a little bit dirty you should be able to do it yourself with a MM config that adds the appropriate lines to the ModuleDockingNode modules of the docking ports.
For example this should just outright disable the magnetic lock since it won't have any pulling force.
@PART[dockingPort2] { @MODULE[ModuleDockingNode] { acquireForce = 0 } }
Edit: This would require you have Module Manager downloaded.
-
Thank you!
-
Where are they hiding and how might I go about fiddling with them?
-
The wiki has entries on the planets and includes all the orbital data on them.
-
3 hours ago, Sharpy said:
e.g. deep, flexible integration of the 'welding' mod concept where the inactive craft becomes a single rigid body instead of a collection of parts bound by flexible physics engine joints.
The game already does exactly this. Within 300m an inactive vessels physics are loaded because they are relevant for interactions with the active vessel. Outside 300 meters they are physics-less props, no different from a construction within the editor. Outside 2.5km, this prop ceases to be rendered altogether, and is reduced to just a point riding its orbit "rail". Also
3 hours ago, Sharpy said:You never programmed a PLC? Ladder languages are still common with these. The graphical/flowchart has a very friendly learning curve. Give it good subdivision interface (subroutine/function blocks) and it isn't that horrible. And it could always compile to a text script, and they could leave the scripting layer accessible/editable, like advanced tweakables.
This, in an extremely crude sense, exists within the Making History mission builder. You can make it stage, or activate action groups based on various inputs (speed, mass, mission time, if a specific stage has fired). Crude as I said, but with some more inputs, as well as some actual control focused outputs (roll angle, heading, attitude, throttle), I imagine even somebody like me could actually hammer out a rough program to get a rocket to Mun orbit. I believe Scott Manley (or was it someone else?) actually got a rocket to orbit only using the Mission Builder commands as an "auto-pilot", although its repeatedly mentioned crudeness provided a challenge all its own.
This still would be limited to the active vessel, but it could conceivably be done. Even if they made a KSP2 I have doubts they'd make stuff like this run in the background, because optimizations or no, having a bunch of things running in the background will bog down active play.
-
35 minutes ago, 4x4cheesecake said:
By adding the ,* , you will adress every module with the same name. You can also use numbers to adress them separately, i.e. @MODULE[ModuleEnginesFX],0 for the first module, and @MODULE[ModuleEnginesFX],1 for the second.
Thank you!
-
I've been trying to modify the afterburning jet to use a new resource, but I can't figure out how to get both ModuleEngineFX modules. I've managed to get one of them with this, but not both.
@PART[turboJet]:FINAL { @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = AP1 } } }
-
You could probably just directly modify the Substrate.cfg in CRP, if you really want it to stop spawning. Otherwise, you'll probably get better answers asking around in the CRP thread, or the Module Manager thread since you are trying to do this through MM, and those guys'll know how to do it if you can.
-
Just looking for some pointers to any mod with a wind turbine in it. I don't really care if it actually works or if the mod in question is up to date with KSP, I'm just wanting a wind turbine to goof around with.
How to edit multi mode engines with module manager?
in KSP1 General Mod Development Help and Support
Posted
Can't quite figure out how to approach using MM to change the thrust and propellants on the different modes.