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Everything posted by Daniel Prates
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Daniel Prates replied to Nereid's topic in KSP1 Mod Releases
Well let me leave a suggestion for a ribbon pack then: medals. We have a few ranks packs but no awards packs. You know, "hero of the kerbal union", "bronze star kedal", "kongressional medal of honor", "viktoria kross" etc. A simple ribbon with the styling of the medal should do! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Daniel Prates replied to Nereid's topic in KSP1 Mod Releases
Replace, but not create new ones? Edit: I mean, create entirelly new ribbons? I tried, but it seems there is a fixes number of ribbons already. I am not sure about changing a ribbons stats too (name and description). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Daniel Prates replied to Nereid's topic in KSP1 Mod Releases
@Nereid is there a guide on how to create your own custom ribbons? -
Nom nom nom nom. It works both as a pun and as a trademark for the parts, be that intentional or not!
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Aviation Cockpits (New prop cockpits)
Daniel Prates replied to Mallikas's topic in KSP1 Mod Releases
Handsome cockpits! Is this for what version? 1.3.0 or .1? EDIT: nevermind, i checked space dock and 1.2.2. it is. Worked fine in my heavily modded 1.3.0 tough. -
I wouldn have asked the question without first trying it out in the launchpad! Still, it was my mistake: after inflating it, I only used the internal overlay from the outside view, and that threw me off. It wont appear before you move someone inside. After you move someone inside the internal overlay will work, but not earlier. I didnt try transfering a kerbal inside first.... my bad. Confirmed, everything is as it should be!
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@linuxgurugamerIf that is related to my and @dtoxic's inflatable command por issue, well, yeah it does inflate, like all other inflatables. What happens is that the animation works (the docking ports open their coverings too), but there is no crew capacity whatsoever. You cant put any kerbal in there, be it in the VAB or elsewhere. No IVA of course, not even a placeholder. Actually, the crew capacity info is also missing in the part's information tab. All other inflatable parts work fine.
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[WIP] Archtagon Aerospace - Low-Tech is not No-Tech
Daniel Prates replied to Knarkle's topic in KSP1 Mod Development
Didnt the very first (or firsts) american sattelite have a rudimentar micro meteor detector? A simple sheet of metal that transmites rough data on the micro impacts? EDIT: yes. Explorer one had one such detector. It was acoustuc however. https://en.m.wikipedia.org/wiki/Explorer_1 I like the idea of a beeper though. -
Strange issue to report. The mod stopped giving me contracts! I took three station building contracts. I fullfilled one in minmus and another one at the mun. I cancelled midway the third, for a station around kerbin. I actually built it, but it was in a too high orbit so I decided to keep the station and forfeit the contract. Ever since, no other contract was made available! In the "met/unmet" criteria, there is also an unmet criteria named "RGN must be happy with you" or something like that. What gives? Finally, though I can see all greyed-out contracts, the one to send a new crew to a station completelly disapeared.
- 125 replies
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- career
- contract pack
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[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
Daniel Prates replied to micha's topic in KSP1 Mod Releases
Interesting! -
A heads up: I've been running this on 1.3.0. with absolutely no problem whatsoever.
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[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
Daniel Prates replied to micha's topic in KSP1 Mod Releases
Very cool idea. But what does 'lots of results' mean? I can repeat the experiment in the same situation+biome and it will yield a varied amount of science each time? -
Aircraft Takeoff and Landing Wobble
Daniel Prates replied to Wrecker013's topic in KSP1 Gameplay Questions and Tutorials
Fully agree! I still struggle a lot with it, even though using it for a long time. ... EDIT: I wasnt really recommending FAR for him. In the OP he mentioned that he uses it already! Odd choice though, it is really a "pro" mod. EDIT2: another good thing to do is install RCS BUILD AID. It has a dry center of mass tool. Unless your design is very unique, usually the CoM shifts aa you consume fuel. So landing may turn out very differently from taking off. Using this tool lets you plan your LG placement to encompass the whole range of a moveable CoM. -
Aircraft Takeoff and Landing Wobble
Daniel Prates replied to Wrecker013's topic in KSP1 Gameplay Questions and Tutorials
Indeed what does it to me is to move the main gears as close as possible to the CoM and leave little weight to act over the nose (or tail) wheel. But there are other things worth investigating in your design as well: 1. Is your thrust vector going through the CoM? If the thrust line goes above it, there is a down-wise tortion and that concentrates more momentum over the nose wheel, pressing it against the ground. 2. Heavier aircraft require larger wheels. If a larger part is not available, consider multiple pairs of them. 3. FAR is an increeible mod that really forces you design more efficiently. It does not let you get away with what stock would have. Move your wings around to have the CoL closer to the CoM and perhaps increase wing area to have more lift with less speed. It might help, as a better geometry and less weigh on the wheels as you run along helps decrease wobble. For that matter, all wobble has to do with excessive, incorrect or unbalanced weight on the wheels (in my experience). 4. Still on the lines of '3' above, the same goes for the control surfaces, and specially so for the elevators. Are they positioned in such a way that they push the nose towards the ground? 5. Use some autopilot, as a "trim" of sorts. Atmospheric autopilot is my favorite. Pressing P makes it go in a straight-keeping stance and it takes the load of having to stabilize the craft running in the runway with the awkward keyboard. 6. Different wheels from different mods do not dialogue very well together. Say, kerbal foundries for main wheels and stock for a tail wheel. Always a hassle. -
Whatever you do, @Beale, dont over-do-it! Its the stockalike nature of a part, making it blend so well with the rest of the parts, that grants a mod that "universal" quality that is so important. There are many beautiful, and I mean, extremelly beautiful parts out there, with astonishing rendering, but when you use them alongside other stock or mods parts, they feel weird from not going along with the general part looks. This is a case where less is more. Its like lapidating a diamond: if, in search for perfection, you chip too much, you ruin it. It is not the case with tantares so far, of course. Things only look better each time.... but beware of that michael jackson syndrome!
- 22,678 replies
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- totm march 2020
- mod
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Oh sure. Fully agree. And as I said in my post, there is no stopping progress. Its a good thing in general that the game keeps being upgraded. Its the mod-user's "cross to bear" that they always ruin a mod build. But without any updates, at all, where would the game be now? Thats why I developed this habit. Whenener I am happy with a given build, I move it elsewhere in my HD and play my savegame from there. No chance that a newer version will ruin it. Then, in parallel, i download a fresh new version of ksp, and see what goes on with the correspondent mod updates. I dont play it: it becomes a laboratory, to see if it is stable with all the mods I have grown acostumed to. In my experuence it always takes some 3 months for all of them to reach the newest versions (some never do). Now, for my point: 1.3.1. is one I am not even going to touch.... i'll wait for, at least, both making history AND mission builder. Because when 1.3.1. finally getw digested by the whole modding community.... .2 or .3 will already be out. I am not complaining or anything. Just sharing my modus operandi with whomever have still not though of this yet!
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I too hate when a new version ruins my mod build, which is usually 50+ mods. What i've been doing since 1.2.1 is to copy the whole game to another directory and play from there. And then wait for the community to update their mods and do another build from scratch. I know there is no stopping progress, but the updates could be fewer and more hefty, instead of a new version every 3 months or so, with not that many changes. I mean, I have been reading the website news and a lot of fuss was made about new parts, making history, mission builder and whatnot. Little of that actually came to the game. So my first reaction will have to be to ignore 1.3.1. completelly, play my tested and proven modded 1.3.0 for another 6 months, and wait for 1.3.2, perhaps .3 or .4 even. Not complaining, though.
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And they do work nicely now, so, good show!
- 4,346 replies
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- helicopter
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The stryker mod is indeed excellent. I think in its current state it has to be installed with some care, as it is updated to 1.2 (so far) and for me it causes an "mono.dll violation" if I just go ahead and install it from ckan. But it works, you just have to do it manually after cheking out in the forum if there is any 'twist'. @blackheart612 thanks for the care you have put into this mod, it is excellent. The newest update did got it right! The new parts were more or less unusable in the previous update.
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- helicopter
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