Sebra
Members-
Posts
194 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sebra
-
Hi, @linuxgurugamer ! 1.This mod cannot remember "Use Stock Toolbar" setting. Always set it. I suppose you work on it. 2. I cannot use it. Alt key always set as control. Is it broken or I'm forgot how to? 3. How many mods still await your precious attention? I ask because 1.4.3. on the horizon. Thanks for all your hard work!
-
[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
Sebra replied to Teilnehmer's topic in KSP1 Mod Releases
Thanks to you! -
[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
Sebra replied to Teilnehmer's topic in KSP1 Mod Releases
@Teilnehmer, It is not logical. And tests show strange results: 1. Mindless test construction like your do not change state in both VAB default settings. 2.Dynawing open/close landing gear, based on VAB default settings. Ship settings was grey in all cases. -
[1.12.x] Auto Actions (continued) [v1.12.2 — 2021-11-05]
Sebra replied to Teilnehmer's topic in KSP1 Mod Releases
А как насчёт возможности НЕ переключать что-то на старте? Конкретно хочу, чтобы шасси не выпускались и не убирались, а остались, как смонтированы. -
Hi! I attempted to see Dynawing's actions settings by AGX and found: 1.AGX do not see actions if ship was not started from VAB/SPH. Actions work but AGX do not see it. 2.If ship was in VAB/SPH AGX can see actions, just with empty descriptions. So can you please make AGX read actions settings when no VAB/SPH used? Started from Launchpad, Runway and especially Scenario. Can you teach AGX to substitute empty action description by the name of first action in the list? Thanks for your efforts!
-
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Sebra replied to RoverDude's topic in KSP1 Mod Releases
Would you allow player to edit those animations?- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
@diegojsrw, I've seen mesh clipping and do not like it. Using offset and rotation you can use two roof nodes of cabins and move one in desired position. What's problems? K&K Corridors can be used (as in my PS of previous post) but do not fit theme of this mod: Rover. Docking Module still the best corridor for rover. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
I used Docking module upside down without problem. Is it against your desire? (no offence) Unlimited in any direction. Lowest module is laboratory. One Docking Module per line per floor used. Still adding bottom node to Docking Module would be better. And hatches. And Interior. P.S. Instead of double post. @Nils277, is this visual artefacts known? Alternative solution: -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
Hi, nothing to defend here 1.Suggested to use Docking Module instead of new part. 2.Suggested to use mod, which has exactly what he need. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
@diegojsrw, have you seen Docking Module, I suggested? Do you understand this is a Rover mod? Try KPBS mod. It's corridors are beautiful. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
So you want them to go through the roof/ceiling magically. Or through the outside? -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Sebra replied to Nils277's topic in KSP1 Mod Releases
@diegojsrw So you want a hatch on roof and bottom of the Docking Module? -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Sebra replied to RoverDude's topic in KSP1 Mod Releases
Hi, @RoverDude The same thing trying to stand up. 1.4.1 and 0.5.0.0 (1.4.2 and 0.5.0.0 also) When I copied stowed stabilized in hangar, rotate it and placed on other side it's movement was wrong. Would you improve Servo Controller for better usability?- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Sebra replied to Dunbaratu's topic in KSP1 Mod Releases
There is another mod to use any language outside of KSP to control flight. This mod is for Kerbalish language inside of KSP. Try kRPC.- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
@nvkz42 Попробуй старый костюм. Скорее всего проблема в этом.
-
Отображение центров можно включать очками виртуальной реальности, а дла сдвига/поворота - инструменты типа молотка/лома. Но это всё только видимость. Спасибо за прекрасные моды.
-
Здравствуйте, @IgorZ! В связи с локализацией KIS вопрос: Томик "Для Чайников" будет переводиться? И предложение: При попытке взять/положить/присоединить что-то в KAS хотелось бы видеть ограничивающие факторы. Например "Масса 0.3/1 т / Дальность 1/2 м". Желательно на месте курсора. Планируется ли появление аналога остальным инструментам сборки: Сдвиг, Вращение, Базовая часть, показ центров масс/тяги/аэродинамики ?
-
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Sebra replied to sarbian's topic in KSP1 Mod Releases
Thanks for answers. As I see Kerbal can only "prepare to use" his parachute while in command seat. Even if in flight with some speed. Thanks for this mod btw. -
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Sebra replied to sarbian's topic in KSP1 Mod Releases
Hi! Can you enable deploying parachute in command seat? To easy this... -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Sebra replied to IgorZ's topic in KSP1 Mod Releases
That was my opinion only. I used [1.3.1] EVA Parachutes & Ejection Seats (with sound & multiple parachutes) May be linuxgurugamer would update it somehow. But KIS item parachute is more in scope of this beautiful mod. EDIT: [1.4] Custom Barn Kit 1.1.17 (March 10th) - Parachute Included Added " Add EVAChuteOnBuilding and unlockedEVAChute config in the ASTRONAUTS section to configure the level needed to unlock the Parachutes and if they are linked the the AstronautComplex " . So I'm not the only one, who think so. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Sebra replied to IgorZ's topic in KSP1 Mod Releases
Yes. Third experience level Kerbonauts can use parachutes now. Even can repack it. Models is also changed. Would it interfere with KIS? Would it interfere with EVA refueler, placed in the same position on the backpack? In my opinion all Kerbonauts should get chute on third level of Complex building. Old round chute. And only experienced and properly levelled Kerbonauts should get modern Paraplanes like they have now. But that is my opinion only. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Sebra replied to IgorZ's topic in KSP1 Mod Releases
Just a thought... Is it possible to untie Parachute from third level and tie it to KIS item? -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Sebra replied to Dunbaratu's topic in KSP1 Mod Releases
You mentioned exact reasons not to demand update from devs. So let be patient. From the other side _IF_ they have working already version on github or anywhere, they _CAN_ release no matter when next KSP version would be released. Reasons: 1. Why to wait if work is already done? 2. Changes can be so minor, kOS for 1.4 would by chance work for 1.4.1. Can they? 3. Do you think firda the only one impatient here? BTW great thanks to developers. You are the best!- 1,361 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with: