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Everything posted by Jso
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Version 0.11 (Vaquero!) is up on Github, Spacedock, and should be on ckan whenever ckan picks it up. This is everything up to and including the Saturn 1 rocket. Apollo not included, that's nowhere near stable. If you've got a career save going, this update will break saves. Changelog summary:-Tweakscale support on all compatible parts (hopefully) - @Cowboy_WY-Bulkhead profiles corrected everywhere - @Cowboy_WY-Heatshields separated from pods-Antenna Range, Community Tech Tree Support, and Science definitions updated - @rasta013-Saturn 1/Saturn IV and H-1 engines-MOL-Gemini reentry issues fixed-Gemini parts renamed to avoid conflict with TRAILS. Totally save breaking!-Numerous cost/mass/balance/description adjustments just about everywhere-Too many bug fixes to list-Part tags getting better
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I can't duplicate this. Here the geiger counter and temperature experiments are both 8 mits, and cost less than 5 ec to transmit. SETI would be my guess since it rebalances science. I've never used it so I don't know for sure. Try a stock temp gauge on a stock probe core and see what that costs to transmit.
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Does anyone know how to get fuel cross feed working on a surface attached engine with a built in fuel tank? Specifically the Agena Secondary Engine. Currently it will not draw fuel from anywhere but it's own internal tank. Adding fuelCrossFeed = True didn't work. Removing the internal tank does allow it to crossfeed normally, but I'd like to keep that if possible.
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I was just using Amazing Curve Editor to visualize the curves.
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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
Jso replied to akron's topic in KSP1 Mod Development
As rcs please. You don't really gain anything making them engines.- 3,078 replies
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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
Jso replied to akron's topic in KSP1 Mod Development
All it does is check that your inside 10 million km from the sun before running the experiment. (Kerbin's at 13.6 million).- 3,078 replies
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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
Jso replied to akron's topic in KSP1 Mod Development
I stumbled into this working on something else. disableAfterPlaying = true seems to work. MODULE { name = ModuleAnimateGeneric animationName = deploy //isOneShot = true disableAfterPlaying = true startEventGUIName = Deploy endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False }- 3,078 replies
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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
Jso replied to akron's topic in KSP1 Mod Development
Looks like they "fixed" it by setting it to false in all the parts. Might as well do the same until something can be worked out.- 3,078 replies
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[WIP] Coatl Aerospace ProbesPlus Dev Thread [Beta] 10/19/2020 (1.8-1.10)
Jso replied to akron's topic in KSP1 Mod Development
Little bug. Place a CA-A01 Ground Plane Antenna on a craft, deploy it, retract it, and send it to the pad. The antenna appears deployed. It's always retractable despite the description. I think that isOneShot = true parameter is bugged. I can't find an example of a part that uses it. You may or may not want to add DeployFxModules = 0 to the ModuleDataTransmitter so the antenna deploys before transmitting.- 3,078 replies
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