Moofrog
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Everything posted by Moofrog
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Moofrog replied to tajampi's topic in KSP1 Mod Releases
Then I have changed some more lines in the config. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Moofrog replied to tajampi's topic in KSP1 Mod Releases
So my question or guess is @PART[part1|part2] finds either part1 or part2 and just patches the first instance it finds. And @PART[part1,part2] apply the patch to all the parts listed. Is that a correct assumption? Thats atleast what I could deduct from the modulemanager wiki. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Moofrog replied to tajampi's topic in KSP1 Mod Releases
I think there is more lines which need changing of "|" to ",".. @whoever maintains it at the moment and keeps it up to date @Gordon Dry So whats the difference between @PART[part1|part2] and @part[part1,part] ? -
Haha it seems you almost have the same mods installed as me.
I was also looking through the module manager warnings and errors.
Have a nice day!
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Yeah glancing over it I think thats what the config is for Do you know how to do pull requests on github? Otherwise I will just open an issue on the github. Linuxgurugamer is maintaing a lot of mods. No wonder he did oversee it. So want to make it as easy as possible for mod maintainers to change their files.
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Ahh thats even better. I will comment it out and inform OctoSat mod creator. So that patch is outdated for all the mods who use it? Also just this reflection patch or can the whole cfg file be deleted?
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Thanks. As it turned out the shaders were not the issue. Yeah so ModuleManager has a problem with this expression in TexturesUnlimited_NSS.cfg: REFLECTION_CONFIG[default] { %enabled = true %interval = 1 } Can you tell me whats wrong with it? Maybe the "@" is missing? I looked into UnofficialPatch config and found similar expression. I try to put the "@" in. Now I have to inform other modders of their modulemanager patch typos.
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Where can I find the SSTU/PBR shaders? NSS config file and textures unlimited config files point to those missing folders but the SSTU-PBR folder does not include them!
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Firefox gives a warning that the file contains a virus or malware! Whats up with that? Did not get a warning for any other download? Maybe the filehoster is not trustworthy?
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Now I get it . Thanks. True SVE had its own folders, too. good work Really like the way you managed to get the Kerbin Clouds down to look like one massive weather front
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Just curious question, how come your mod works without having a BoulderCo folder? I always thought EVE needed a BoulderCo folder? Thanks So just drop all three folders next to EVE folder into Gamedata folder, right?
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[1.12.x] Near Future Technologies (September 6)
Moofrog replied to Nertea's topic in KSP1 Mod Releases
I remember. I think it still exists for 1.2.2. and 1.3.1 but not sure. Wanted to try out a clean RO install anyways again soon. Also I stand corrected. The Thrust-To-Weight Ratio is ridicously low its ~7.39 * 10 ^ -6 or 0,00000739 or say 1 : 135,264 ! So I guess the 200 days burn time you take from one of the tables/figures? -
[1.12.x] Near Future Technologies (September 6)
Moofrog replied to Nertea's topic in KSP1 Mod Releases
I have MJ too. And in scene mod you can have 4x physics warp running while burning no problem. Most of the time 5 minute burns are no problem. I was just wondering about those special engines or propulsion types like ion thrusters or solar sails which have a perpetual burn rate and are on all the time. My question was specifically for out of scence burns. So I have a vessel I set its burn to like 1 hour. I change the scene go to the space center and in the background the vessel does its burn. Ofc in real life even BEPI Columbo just does 5-10 minute burns as far as I know and uses gravity assists. So yeah I think longer burn times might even be not as efficient really, especially if you want to use Hohman Effect? Thanks @Sturmhauke for bringing up the Lambert equation And of course all the calculations are done here on Earth with supercomputers and then a mission profile is loaded onto the onboard computer. Thats atleast how I think rocket launches still work today. Thanks for sharing your interest! -
Thank you. Much obliged. I'll consider it.
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- life support
- overhaul
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I have a question: Is Kerbalism compatible with TAC Life Support? I'd like to give Kerbalism another try , I am/was just too overwhelmed by its complexity/vastness.
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You were and are absolutety right, Sir Mortimer!
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[1.12.x] Near Future Technologies (September 6)
Moofrog replied to Nertea's topic in KSP1 Mod Releases
Well DynamicBatteryStorage handles your electricity and PersistentRotation handles your Rotation. So maybe its possible just not as feasible, or finally a reason for me to take on modding, as in learning to create a mod. Im contemplating. Normally Im too lazy. -
[1.12.x] Near Future Technologies (September 6)
Moofrog replied to Nertea's topic in KSP1 Mod Releases
Does anyone know if its possible to have the spacecraft burn its engine synthetically while not in physics mode or in scene but in background via plugin or mod? How difficult would that be? Looks awesome! I have Universal Storage and Deepfreeze, too. Insteaf of USI Im using TAC and really liking it. How easy was it for you to get this spacecraft into space/orbit? I havent come far. May I ask what type of game you play? Sandbox, Science Mode or Career mode? I think im getting sick of career mode and too bad those two Budget mods are behaving kind of buggy for me.