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Everything posted by genericeventhandler
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If anyone is interested, I've updated the code to 1.2.2 https://github.com/genericeventhandler/AutomaticLights The lights now work correctly, and I've add an autominer and autogenerator modules as we.. AutoLights turn off and on when hidden from the sun, checks to see if there is enough ElectricalCharge left. AutoGenerator - turns the generator off if EC <50% turns on if resource < 99% AutoMiner - Bit buggy, but will turn resource harvesters on and off if the watched resource is low. Add to an ore drill and watch ore. It will mine until full then stop, or EC is low. In the Electrical folder remove the autogenerator and autominer if not required. GE
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[1.x.x] Kerbal Hacks: Droptank "Wrapper"
genericeventhandler replied to Enceos's topic in KSP1 Mod Releases
I recover everything, with stage recovery, at the moment, I'm putting a drag and a normal chute on them- 43 replies
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[1.x.x] Kerbal Hacks: Droptank "Wrapper"
genericeventhandler replied to Enceos's topic in KSP1 Mod Releases
I love this, I've been using them since you made the first version. Now you have added endcaps can we have an endcap with a parachute in it please?- 43 replies
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Looking for a xenon mining mod
genericeventhandler replied to Wjolcz's topic in KSP1 Mods Discussions
Try IntakeAtm instead of IntakeAir, that exists on Duna as well. -
What is MechJeb and what does it do?
genericeventhandler replied to Jeb!'s topic in KSP1 Mods Discussions
I always have it installed, but I use it less and less each time. The only thing that I use it for at the moment is delta v calcs and rendez-vous, because it's boring as hell to do. That said, I learnt most things from watching how mechjeb did it. -
How about the drop tanks from this?
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Security line for Kerbals EVA's??
genericeventhandler replied to RealDarko's topic in KSP1 Mods Discussions
Don't attach them with kas. Bad things will happen, like looping around the ship and cutting it in half with the cable. When you do evas go forwards to the ship, but when breaking do it sideways on so that you can match velocities so much easier than trying to slow down by thrusting backwards. -
Landing UKS MKS Modules
genericeventhandler replied to gary.townsend's topic in KSP1 Mods Discussions
cranes, and pinpoint landing. then eject the crane reorbit, refuel and land the next part. UKS flex tubes have a huge range to connect bits together. However the frame rate is so bad if you have more than two sections that I no longer build multi part bases. everything I land these days is self contained. Hydroponics, Mining, and living quaters. -
Docking ports ?
genericeventhandler replied to 1800mage's topic in KSP1 Gameplay Questions and Tutorials
Have you tried doing the burn from the lander, instead of the transfer craft ? I might be more stable that way around. -
MechJeb 2 Tab Not Functioning
genericeventhandler replied to UberGamerKing's topic in KSP1 Mods Discussions
has steam auto updated you to 1.2 without you knowing? -
Throwing out "Lagrange point" mod idea.
genericeventhandler replied to ImmaStegosaurus!'s topic in KSP1 Mods Discussions
Oh please someone do this, I've been hyper editing satelites ahead and behind kerbin to the correct position. -
if you remove a parts mod that is used on one of your active craft, you lose the craft and the kerbals inside. for info, I always play from a copy of the steam install folder, because I don't want steam updating my game while I am in the middle of a career and deleting all my ships.
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Excited!! to install docking camera..HOW
genericeventhandler replied to Boris Kerball's topic in KSP1 Mods Discussions
I use kurs style , on 1.1.2, you have to select both docking ports, the one you control from and the set as target one. then right click your docking port and view the camera. If you use navy-fish docking aid, then you still need to click on the port to make it work. hth GE -
[Solved] Help needed locating mod
genericeventhandler replied to JAFO's topic in KSP1 Mods Discussions
This or Maybe? -
1.2 Rescue contract bug with MKS Lite
genericeventhandler replied to Kermanzooming's topic in KSP1 Mods Discussions
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I've got my own version that I compile for v1.1.2, I've taken a look at fuelflowsimulation.cs It copies the lookup dictionary, this is my version to avoid the copy. public FuelFlowSimulation(IList<Part> parts, bool dVLinearThrust) { KpaToAtmospheres = PhysicsGlobals.KpaToAtmospheres; // Create FuelNodes corresponding to each Part ICollection<FuelNode> nodes; var nodeLookup = new Dictionary<Part, FuelNode>(); foreach(var p in parts) { nodeLookup[p] = new FuelNode(p, dVLinearThrust); } nodes = nodeLookup.Values; // Determine when each part will be decoupled Part rootPart = parts[0]; // hopefully always correct nodeLookup[rootPart].AssignDecoupledInStage(rootPart, nodeLookup, -1); // Set up the fuel flow graph if (HighLogic.LoadedSceneIsFlight) { for (int i = 0; i < parts.Count; i++) { Part p = parts[i]; nodeLookup[p].SetupFuelLineSourcesFlight(p, nodeLookup); } } else { for (int i = 0; i < parts.Count; i++) { Part p = parts[i]; nodeLookup[p].SetupFuelLineSourcesFlight(p, nodeLookup); nodeLookup[p].SetupFuelLineSourcesEditor(p, nodeLookup); } } for (int i = 0; i < parts.Count; i++) { Part p = parts[i]; nodeLookup[p].SetupRegularSources(p, nodeLookup); } simStage = StageManager.LastStage + 1; // Add a fake stage if we are beyond the first one Mostly usefull for the Node Executor // who use the last stage info and fail to get proper info when the ship was never staged // and some engine were activated manually if (StageManager.CurrentStage > StageManager.LastStage) simStage++; t = 0; nodeLookup.Clear(); }
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Notepad++ language for CFG files
genericeventhandler replied to genericeventhandler's topic in KSP1 Mod Development
Right click the link and save as. -
Re-entry for planes
genericeventhandler replied to rcp27's topic in KSP1 Gameplay Questions and Tutorials
This is how I do it. From any orbit, Set pe to 67km At pe burn retrograde to bring the AP down to just below 70, or skip out of the atmosphere and try again, but leave 100km/s dv. Turn prograde again and keep the PE above 65km until you get to the last bit of desert before KSC. Turn retrograde and burn PE down to 40km Turn prograde and pitch up to 45 degrees When you have slowed down enough you should be over the "Too short Mountains" From there it's an easy glide to the runway, powered if needed using the remaining fuel. GE -
TL:DR; How can I turn engines off in an instant? Hi KSP 1.1.3, I have a base landed on minmus, MKS parts connected with flexible tubes, and a fuel truck with 10 engines on it docked with KIS struts. I have 2 seconds after the scene has finished loading, and the rockets on the fuel truck fire at full thrust, then the other parts of the station all fire together. How can I save the crew? I've tried editing the save game file to turn all engines off and that didn't work, I've tried quickly swapping vessels and killing the thrust on each one, but the base still takes off. I can't EVA the Kerbals from an uncontrollable spinning station to unhook the flexitubes from the main habitat. TCA can't stable it, and there are not enough RCS or torque to stop the spin once it has taken off and the fuel runs out. If anyone has any other ideas? What I think is happening is that the Kraken is separating the base into two parts but they are somehow still joined. Thanks GE
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More thrust for Kerbal Jetpacks.
genericeventhandler replied to genericeventhandler's topic in KSP1 Mods Discussions
That's what I thought, I've looked everywhere for a cfg file for them. Ah well, parachutes it is then. Thanks