![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
maja
Members-
Posts
866 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by maja
-
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
maja replied to TriggerAu's topic in KSP1 Mod Releases
Alarms are saved as KerbalAlarmClockScenario scenario in a save file. -
[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
maja replied to RealGecko's topic in KSP1 Mod Releases
You need to change and recompile the source code. I suggest you to wait for an official update from @RealGecko, if you don't know how to do this. This modification of mine is for one special case I had encountered only. -
[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
maja replied to RealGecko's topic in KSP1 Mod Releases
I'm not using Interstellar, but you can test it yourself. Build a rover with reactor and test it around KSC. BV tells you, if you don't have valid EC source, when you click on Poehali button. BonVoyage check of alternative power includes parts with modules ModuleGenerator (standard RTG), FissionGenerator (Near Future) and ModuleResourceConverter (USI). After brief look at Interstellar configs it looks like it has own power modules, which are incompatible with BV, but I can be mistaken. -
- 5,673 replies
-
- 3
-
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
maja replied to RealGecko's topic in KSP1 Mod Releases
Hi @RealGecko, I have a Karibou rover with MKS Ranger Power Pack as an EC source, so I was forced to do a little modification in function CalculateOtherPower() for USI reactors check (no way I'm driving that rover all over the Mun manually ). Here it is, if you want to add it to the next version: // USI reactors and MKS Power Pack ModuleResourceConverter converterModule = part.FindModuleImplementing<ModuleResourceConverter>(); if (converterModule != null) { if (converterModule.ModuleIsActive() && ((converterModule.ConverterName == "Reactor") || (converterModule.ConverterName == "Generator"))) { -
Did you by any chance forgot to start habitation in right click menu of hab parts?
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Change this value from false to true in settings.cfg for this mod: //enable to have the camera always snap back to default angle autoSnap = true
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
maja replied to RoverDude's topic in KSP1 Mod Releases
That is Orca Command Module from Freight Transport Tech: -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
maja replied to cybutek's topic in KSP1 Mod Releases
Hi @Padishar, I'm using your version of KER (1.1.2.8p) and there is an error, when celestial body is selected as a target and rendezvous window is visible. I'm using floating windows in HUD mode. If the rendezvous windows isn't in the floating mode, then it just dissapears. When other target type is selected, then all readouts are visible and the error isn't generated. Replicated in a clean install of KSP. KSP.log: [EXC 10:09:42.330] NullReferenceException: Object reference not set to an instance of an object KerbalEngineer.Flight.Readouts.Surface.TargetLatitude.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Error.log: NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.Flight.Readouts.Surface.TargetLatitude.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
maja replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for quick fix. -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
maja replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi @Angel-125, I found a little bug. Mark One Habitat in habitat configuration empties Electric Charge and life support resources (tested with USI-LS) during scene load. This behaviour is reproducible on clean installation of KSP with M.O.L.E. only and with or without USI-LS. The same seems affecting Botany Lab and M.O.L.E. too. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
maja replied to IgorZ's topic in KSP1 Mod Releases
ESC to cancel Hold G and click and drag to grab -
Right click anywhere and you can move camera around. Right click again to release cursor.
- 2,070 replies
-
- iva
- rasterpropmonitor
-
(and 1 more)
Tagged with:
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
maja replied to stupid_chris's topic in KSP1 Mod Releases
There is minDeployment value in the config of a chute. I think, that it's the value you are looking for. // Single main chute PARACHUTE { material = Nylon capName = cone parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
maja replied to Galileo's topic in KSP1 Mod Releases
Disable Terrain shadows in the scatterer menu. -
-
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
maja replied to TriggerAu's topic in KSP1 Mod Releases
It's the same as this one: Go to "Kerbal Space Program\GameData\TriggerTech\KSPAlternateResourcePanel\PluginData", open "settings.cfg" and find there following code. ID will be different, but it's the first item in ResourceStorage section. Delete this item record and reload the game (F5, F9 during flight works too). ResourcesStorage { Item { id = 49 name = IsSeparator = True Visibility = AlwaysOn AlarmEnabled = False HideWhenEmpty = False HideWhenFull = False MonitorDirection = Low MonitorWarningLevel = 20 MonitorAlertLevel = 10 SplitLastStage = True ShowReserveLevels = False DisplayValueAs = Units } Edit: I opened the issue #88 -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
maja replied to DMagic's topic in KSP1 Mod Releases
KER has more features, for example dV and temperature readouts. If you look at image in OP, then you will see that Basic Orbit has readouts for orbit, target and maneuver. If you need only these three parts of KER, then go for it and try this modlet. -
This default setting was changed some time ago.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
K+ is merged with Karbonite.
-
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
maja replied to blizzy78's topic in KSP1 Mod Releases
It's hidden when you have fresh install. You need to enable it in the settings. Unless I'm mistaken -
Vector math is simpler than trying to do math that works with rotating planes. The normal convention for the direction of the torque vector is to use right hand rule (fingers of a right hand points in the direction of a motion and thumb then shows the direction of the vector), so torque can be calculated as the cross product of two vectors: radius x force.
-
From the first post in this topic: " Cyan arrows represents thruster forces, the green arrow represents the translation motion (or thrust). The red arrow represents the torque force in your vessel, if you have a red arrow then your ship will rotate when trying to translate in docking mode. So all you have to do is place your RCS thrusters in a way that eliminates this force. The red circular arrow is an indication of how fast the vessel will rotate. The red CoM marker is the dry center of mass (DCoM) which represents the center of mass of your vessel when it doesn't have any fuel (in the picture, without liquid fuel, oxidizer or mono-propellant, but is configurable)."