jCoiley
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Everything posted by jCoiley
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I'm still on the forums and I do intend to come back to this mod at some point, but have no time to work on it in the near future... If anybody wants to create a compatible release for more recent version of KSP they are very welcome to
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Thanks for the feedback @Shushoni! I totally agree, the management is pretty clunky, especially deleting old vessels. I'm planning on a new version at some point to flesh out the life cycle of vehicles and families - upgrading, decommissioning etc - that will hopefully make the whole process a lot more intuitive. -
Release 1.1.4: Verified and recompiled for KSP 1.4.x No changes necessary to be compatible
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Over the past year, I've had been playing a RealSolarSystem with Historical Missions install and I've come to find Kerbal Launch Vehicles invaluable for managing my agency. Over time I've built up a vast fleet of capable launch vehicles, many inspired by real life counterparts. Older designs have become obsolete as I've progressed through the tech tree, and many vehicles were only designed with a specific goal in mind (eg. launching a modular station), giving each of them some sort of backstory. I'd be interested if many people have been using the mod and whether it's just my rose-tinted glasses that make it good! Release 1.1.4: Verified and recompiled for KSP 1.4.x No changes necessary to be compatible -
@Fyrem Yep I'm still around! I've been meaning to update for 1.3.1... and 1.4, but I've been really busy lately - can't say for sure when I'll get a chance, but hopefully soon. In the meantime, the mod may work on the newer versions of KSP, no promises!
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Release 1.1.3: Added vessel cost to launch vehicles as per @TechStud's suggestion!
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Release 1.1.3: Added vessel cost to launch vehicles -
@TechStud vehicle cost is not currently recorded, but my inner bean counter is amazed I never thought of it . Thanks for the suggestion, I'll add to my list for the next dev release!
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Kerbal Launch Vehicles for KSP 1.3 is now available on CKAN
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@Stone Blue The 1_1, 1_2, 1_3 reference which version of KSP the download will work for. The 0.1.0 - 1.1.2 are the versions of the mod. Version 1.1.2 is the latest release which is available for KSP versions 1.1, 1.2 and 1.3. I'll do some renaming to make it a bit clearer, hope that helps!
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Current release version updated to 1.1.2 See the release thread -
Release 1.1.2: Added target destination selector Launch configs shown in info window when getting vehicle suggestions Reorganised vehicle list in suggestions tab Suggested vehicles now grouped by family Suggestions are now correctly filtered by payload mass and target destination Bug fixes @Cadet_BNSF Latest release for KSP 1.3 will hopefully be available on CKAN soon, but no guarantees!
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Development version 1.1.2: Reorganised vehicle list in suggestions tab Suggested vehicles now grouped by family Suggestions are now correctly filtered by payload mass and target destination -
[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
I've been using KLV on my RSS install for a few weeks now and finding it really useful! (Blow my own trumpet) I do have one gripe with it though - much like the stock vessel save system, my suggestions list has become pretty full. Does anyone have any suggestions/ideas on how to better organise the suggestions list to improve usability? -
[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Dev Version 1.1.1: Fixed bug in suggestions - nullref when switching to ignore mass mode with a target destination selected -
New WIP version available on the development thread. You can now pick a target destination and and get suggestions based on that target and your payload mass!
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Development version 1.1.0: Added target destination selector (per @JedTech's suggestion) Redesigned suggested vehicle info panel to accommodate target destination Moved suggested vehicle launch configs into info panel to tidy window I'm not quite sure on the implementation and usability of the target destination at the moment, I'd appreciate any feedback if anyone's interested! -
@TheRagingIrishman quick work, thanks very much!
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@TheRagingIrishman you should be able to add as many destination as you like, unless I've done something really stupid!
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Destination configs now available for Stock and RSS - these are just basic lists of Destinations that you can add to in your game if you wish. I'm not familiar enough with other planet packs to make configs for them, but if anyone else does please me know!
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@MaxxQ yep it should work fine with any planet packs! You define the launch destinations yourself so instead of having a 'Low Kerbin Orbit' you can enter 'Low Gael Orbit' for example. I decided to leave the destinations completely customisable because I imagine different people will want to use them differently - smaller intervals between near kerbin orbits for example. However I am planning on creating some default configs for the Stock and RSS systems and GPP could join them too!
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
@JedTech Thanks for the suggestion! I think you're definitely right, that would make it easier to find the right vehicle. I'll work on an implementation for the next release! -
Kerbal Launch Vehicles v1.1.4 Tired of building a shiny new rocket from scratch for every mission? Ok no, but you'd like your rockets to have a consistent look when they crash into the sea, yeah? And you'd like to know which of your asparagus-staged monstrosities is capable of lifting your latest space station to orbit, right? If you said 'I don't know, I guess so?', then Kerbal Launch Vehicles could be just right for you! With KLV you can design your Launch Vehicles once and reuse them for each new payload, just like real world space agencies. Build your latest satellite, select your favourite lifter from the suggestions list, attach it and launch! Define the capabilities of your Launch Vehicle and KLV will suggest it as an option if it's a match for your current vessel. KLV allows you to keep track of all of your rocket families and their various payload capabilities. Finally got a design that can lift 100 tons to Low Kerbin orbit with an unprecedented 20% success rate? Save it for next time! Your current heavy lift rocket not quite up to the task? Create a variation with 8 strap-on boosters to really light up the Space Centre! Add notes to your rocket to give it some interesting backstory, or to remind you that without careful steering it really loves to backflip. Using KLV couldn't be simpler! But see the image album below for a usage guide. Downloads Available on CKAN or download directly: For KSP 1.4 For Other KSP Versions Configs - Sets of basic destinations to get you started, add these to the 'klvconfig.cfg' in your [save]/Subassemblies folder Usage Guide Imgur Album Compatibility No known incompatibilities at the moment. Currently known to work with RSS and RO. Known Issues, I'm working on it, promise! Launch vehicle staging sometimes doesn't load properly when attaching to payload - this seems to happen when a launch vehicle is saved and then subsequently edited. Unedited vehicles appear to retain their staging View the development thread. Suggestions and comments welcome (within reason!) After reading this guide, please report any bugs on the development thread, but please also remember that I need a detailed description of the error and how to reproduce it as well as the full output log from KSP and your save file (if appropriate). If I don't have these, I won't be able to fix it! Kerbal Launch Vehicles is distributed under the MIT license, details.
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[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
Update 0.1.9: Families tab is now available in the Editor window - this makes it easier to create new Launch Vehicles on the fly Enabled the ability to drag and drop sections of a vessel to create a new Launch Vehicle - this works in a similar way to the stock subassemblies and allows you to save Launch Vehicles as you create them for payloads. Creating a Launch Vehicle directly still works as before, as does editing existing Launch Vehicles. -
[1.4.1] Kerbal Launch Vehicles v1.1.4 (23/03/2018)
jCoiley replied to jCoiley's topic in KSP1 Mod Development
@Probus I've made some changes which appear to fix the problem in my testing, so hopeful will on your install too! I've uploaded the new version for KSP 1.2 linked in OP, let me know if it works for you, and sorry for the bombardment of tags!