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Everything posted by Osel
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( : maybe something like this? : )
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i now look at this cfg, because asteroids with flyby (or collision) trajectory with other planets is good idea (: you post section for asteroids orbiting sun between mars and jupiter in my opinion, this is section for asteroids orbiting sun near earth Flyby { Body { body = Earth probability = 50 minDuration = 15 maxDuration = 60 reached = false } } we need copy and modify this section ... but ... probability is what? chance in % to spawn this? or? now 50/50 mean half of asteroids reach earth and half is between mars and jupiter, right? min/max duration is time in hours? days?
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@hypervelocity workaround is on this page, scroll up /edit: @JohnMcLane repostin identical things on same page is like spam, ( : now you are spammer : )
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hm, pozeram ze stale mrtvo ja na zimne pocasie moc niesom, tak som zas naklikal novu verziu ze sa trochu pobavim ... neklikate niekto niekde multiplayer?
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no ... vela ... ako sa to vezme ked je rec o modoch kde mas len modely, textury, atd, ... stavebne casti rakiet, tak mozes nasekat tolko co ram znesie pokial ide o mody co pouzivaju vlastne DLL kniznice a de fakto zasahuju do hry "programatorsky" tak cim viac modov, tym vecsia sanca ze narazis na nekompatibilnu kombinaciu alebo nejaky bug ked sa tie ich kniznice v niecom pototo potento poondia. len pre zaujimavost a pre zvedavcov som cez CKAN vyexportoval co tam mam teraz naladovane ja (+ par cfg suborov so zmenamy ktore som zatial v podobe modov nevypustil von)
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[1.4] Wheels Collection (formerly rollkage & better wheels)
Osel replied to zitronen's topic in KSP1 Mod Releases
for module dependancy is "NEEDS[modname]" directive in modulemanager syntax - this tell to modulemanager if patch is usable or not (if wheel sounds need any mod, we need add this directive in patch) for example, my patch for tweakscale contain this - :NEEDS[SCALE] = execute this patch only if SCALE is installed. some more info - Module Manager Handbook & Module Manager Syntax -
[1.4] Wheels Collection (formerly rollkage & better wheels)
Osel replied to zitronen's topic in KSP1 Mod Releases
@HyperCoffee we have tweakscale solved, also with merged pull request on github if patch need other mod, use :NEEDS[modname] to avoid problems in instalations without tweakscale @zitronen maybe latest release missing for download ? i dont konow, i have self-patched older release in my game -
yes, "velCurve" and "atmCurve" but this stay untouched, this patch modify only basic "atmosphereCurve" and this modified value is in game recomputed using untouched values from velcuve and atmcurve, and engine work without changes - only consume less fuel ( or i think wrong ? ) ... but i think, maybe we dont need higher isp on this engines, leave is untouched is simple @PART[*]:HAS[@MODULE[ModuleEngines*] :HAS[!PROPELLANT[IntakeAir]] ]:FINAL { ... ... } ... untested ... or may be correct
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i dont test atmosperic engines with this patch, but as i write before, first problem is - some engines have more keys in atmospherecurve ... also multimode engines this patch dont modify correctly ... and (stock) atmospheric engines have only one key in atmospherecurve i take a look later in free time to check this engines and make more patches for more engine types (this is first/fast universal patch) @MaxPeck you want to leave atmospheric engines untouched? or some more isp is ok? or what is bad?
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@beamthegreat > Engine ISP x2 ... now available via ckan and multiplier ... maybe something between 1,5 ~ 2,5 ... i tested x2 with stock Kerbal X rocket, orbit ok, but mission to moon need more fuel.
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github: Engine ISP x2 also available through Ckan
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try this ... but one problem - some engines have more keys in atmospherecurve, this change only basic 2 keys for higher / lower isp change multiplier in line(s): @kx *= 1.5 @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*] { @atmosphereCurve { k0 = #$key,0[1, ]$ @k0 *= 1.5 @key,0 = #0 $k0$ k1 = #$key,1[1, ]$ @k1 *= 1.5 @key,1 = #1 $k1$ } } } @PART[*]:HAS[@MODULE[ModuleRCS]]:FINAL { @MODULE[ModuleRCS] { @atmosphereCurve { k0 = #$key,0[1, ]$ @k0 *= 1.5 @key,0 = #0 $k0$ k1 = #$key,1[1, ]$ @k1 *= 1.5 @key,1 = #1 $k1$ } } }
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ci pana, ale az takto mrtvo tu je? ): @Archom ak vezmeme cislo co pise CKAN tak 56 ... + nejake moje vlastne cfg k tomu ked sa mi nieco v originalnej podobe nepacilo (: ps: nehrate nejaka banda niekde spolocne multiplayer?
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try CKAN
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if you using mechjeb, use 3-4 or more brake-descending engines, and turn differential throttle on, this prevent flip while braking. if you play without mechjeb, you need align engine thrust vector with center of mass to prevent flip ... and use engines with gimbal (also maybe left rcs active while landing to help with lander stability)
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[1.3.x] Airports & Fictional KSC for Real Solar System & KSC Switcher
Osel replied to Osel's topic in KSP1 Mod Releases
first you need only some adjust of absoluteoffset (or repositionradiusoffset) to pull runway from underground and maybe higher radius if the edges of the object does not fit with the terrain (if base is on high "mountain" or in a deep hole, you have absoluteoffset too far from the terrain elevation) -
[1.4] Wheels Collection (formerly rollkage & better wheels)
Osel replied to zitronen's topic in KSP1 Mod Releases
yes, for "compatibility" with tweakscale, we need add this code to cfg or create separate cfg file, something like "mod_compatibility_patches.cfg" and yes, github is perfect way for comunity help with mods maintaining -
[1.4] Wheels Collection (formerly rollkage & better wheels)
Osel replied to zitronen's topic in KSP1 Mod Releases
no github or other source repo? for tweakscale: @PART[RollKage*]:NEEDS[Scale] { %MODULE[TweakScale] { type = free } } @PART[Small?Rover?Wheel]:NEEDS[Scale] { %MODULE[TweakScale] { type = free } } -
[1.3.x] Airports & Fictional KSC for Real Solar System & KSC Switcher
Osel replied to Osel's topic in KSP1 Mod Releases
ckan dont show addons in listing ... maybe dependancies problem ... missing official update of KSC Switcher we can use this working (unofficial) KSC Switcher compilation for 1.2.(x?) - https://github.com/miki-g/RSS-Airports/files/658849/KSCSwitcher_1.2.x_.zip -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Osel replied to cybutek's topic in KSP1 Mod Releases
download host is irelevant .. but i am confused when some modders ignore Ckan -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Osel replied to cybutek's topic in KSP1 Mod Releases
this ker output is maybe ok without information how many fuel is in "central" and in "side" tanks, and without info how many fuel flow to engines, we dont know which engine stop first when central engine stop first ... line s4 with isp 0 is ok for correct staging and some isp in line s4 you need more fuel for central engine, and less fuel for side engines you need dump fuel for side engines (stop first and decouple) while central engine running -
(: som sa trochu nudil, kto pouziva ckan, hladajte KSP Slovakia Flags kto ckan nepouziva, stiahnite si tu
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[1.9.x] Mouse Aim Flight (1.1.3) - Pilot airplanes with your mouse!
Osel replied to tetryds's topic in KSP1 Mod Releases
ehm, i find this mod unwittingly, through youtube ... good mod - good work but Osel is confused Why is not published through CKAN? ... for part of the community is hidden and, when you have code on github, why you post releases on curseforge and no github?