Jump to content

Efour

Members
  • Posts

    40
  • Joined

Everything posted by Efour

  1. RoverDude, I have one suggestion. I hope you accept this. At the construct docking port, the suggestion is a feature 'Adjust angle after docking'. Actually It's very confusing to use 'range, torque, roll, snap' to attach something planned angle. But if there is some method to adjust angle after docking(without undocking and re-docking), It would be used just like normal docking port when docking without thinking snap and else more. If the feature provides adjusting absolute angle and relative angle both, It can be used variatly, but I think relative angle adjust is not so mandatory.
  2. Kerbal sec is same with real sec. And the number in the cfg is represented in sec, that number means 1 kerbal year. (9201600s = 60sec * 60min * 6hour * 426days) So if you want to set 3 years to train 0-lvl kerbal to 5-lvl, just set 27604800.
  3. Sorry for late response. I can't understand 'like in the lab' exactly, but if you mean my FTF mod's training feature(consuming EC and time), You are correct. Or, We can think 'skipping fee' is reduced with time.
  4. Hello, Nils227. Can I include and release MM config that adding my mod plugin into your base laboratory?
  5. Skylon Download Link : https://kerbalx.com/Efour/Skylon Large SSTO can carry 34t payloads to LKO, inspired by Skylon, Reaction Engines LTD. Usage : Takeoff, set pitch to 10~15 degree. (FAR : 20 degree). When slowing down or on your timing, press Abort to change Engine Mode. Tinylon View many other pictures of this plane Download Link : https://kerbalx.com/Efour/Tinylon Small SSTO can be changed payload type easily. inspired by Skylon, Reaction Engines LTD. Usage : Almost same with the Skylon. Changing payload is easy because main wings and engines are attatched at rear rocket fuel tank. Detaching it makes other every vital flying parts be detached, and will be attatched to new payload easily.
  6. Actually, I can do and I thought It would be needed someday. But that function makes .cfg more complex and more complex usages. That is not good for me. And actually that code will not be short and I have little hours for making mod nowadays. I will make that function(bonuses about celestial bodies) someday but I can't say when it rolls out. Even if I make it, I will set all to 1 at default cfg. Anyone who wants set bonuses about planets can edit cfg, Someday in future.
  7. This mod is adopted and continued by zer0Kerbal. Link to New Thread This mod provides Training system to your kerbalnauts. (KPBS Supported) If you want to train your kerbal immediately, you can use these mods. (Dependency : Module Manager - http://forum.kerbalspaceprogram.com/index.php?/topic/50533-12-module-manager-271-october-8th-better-late-than-never/) [1.6.x] Training Laboratory http://spacedock.info/mod/971/Training Laboratory This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think Training needs time consuming? This mod will be answer for you. [1.6.x] Field Training Facility http://spacedock.info/mod/978/Field Training Facility This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both.
  8. I think this thing will be answer. Training Facility consuming only time and EC.
  9. Integrated to one thread with Training Laboratory. Download Link : http://spacedock.info/mod/978/Field Training Facility Source included. 1.2 only! This mod adds Field Training Facility module in mobile lab.You can train your kerbalnaut with space stations and planetary bases. Dependency : ModuleManager for adding training center to stock lab It consumes Time to train kerbalnaut. Unlike another mod, Training needs time elapses. examply, If you need level 5 kerbal from level 0, you need to wait 1 kerbal year at surface of kerbin. But if it's on orbit? Time consuming reduces 1/4. On surface of other planet? Time consuming reduces 1/6. It consumes 4 EC/sec per kerbalnaut. It means if you train 2 kerbal, It consumes 8 EC per second. Just right-click your lab with crew, and you can see how to use it. If exp reaches 100%, kerbalnaut will get experience of training. After get training exp, 'Level Up Crew' will work. Level indicator of this mod is not exactly same with current kerbal level. because this mod adds training to kerbal and concerns only progress of training, So if kerbal with many other experience and no training will be shown as level 0. because training level is zero.
  10. Integrated with one thread with Field Training Facility. SpaceDock Link : http://spacedock.info/mod/971/Training Laboratory Source Included in zip file. This mod works 1.2 only. This mod adds training center at laboratory. Paying science point, Gets kerbal experiences. Dependency : ModuleManager for adding training center to stock lab It consumes 20 sci point for 1 exp as default. you can change this value editing .cfg file. If vessel is in space, Sci consuming halves as default. you can change it. If vessel is on other planet, Sci consuming becomes 1/4 as default. you can change it too. Just right-click your lab with crew, and you can see how to use it. Level indicator of this mod is not exactly same with current kerbal level. because this mod adds training to kerbal and concerns only progress of training, So if kerbal with many other experience and no training will be shown as level 0. because training level is zero.
  11. I'm making one simple PartModule mod, and I need to get multiple value like this format module { name=/*my_module*/ param= 1, 0.5f } I tried this code : But It didn't work. [KSPField] public float[] param = { 1, 0.25f }; can I receive value array from .cfg to KSPField? If so, where is my mistake? (P.S : I'm sorry that I did a mistake that choosing category of this thread. If I could change category.)
  12. Is there 'Angle correction' for constro-port? I think it's very important because of vector of thrust and other things, though precise engineering is not quite kerbalistic.
  13. I think you can add RealPlume config for LV909 noFairing. I've made myself and used, like this : @PART[SDHI_Rockomax_LV-909_NoFairing]:FOR[RealPlume]:NEEDS[SmokeScreen] // RD-0105 / 0109 { PLUME { name = Hypergolic-OMS-White transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.45 fixedScale = 1.4 energy = 1 speed = 1.44 } @PLUME[Hypergolic-OMS-White]:NEEDS[!VenStockRevamp] { @localPosition = 0,0,-0.55 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Hypergolic-OMS-White } } copied from realplume stock config mod.
  14. It's Actually SSTO(I've tested with FAR and stock kerbin), with excluding second stage. Did you supposed that? or It's trimmed for RSS/RO? Actually I could send capsule at 100km orbit without seperation and I could save a small amount of fuel, So even I could reentry and powered landing of first stage. and, Capsule has so much power and huge fuel tank. I think it's not dream that Example craft ghidora 9 go to the mun and come back.
  15. Why don't you add Fire button at Weapon manager interface? I've use fire with abort button, but I always wanted to do every sequence at weapon manager interface. Is there any reason that Weapon manager interface cannot integrate fire button?
×
×
  • Create New...