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KSP2 Release Notes
Everything posted by flart
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[1.8.x-1.9.x] Kerbal Changelog v1.3.0 (6.14.20)
flart replied to Benjamin Kerman's topic in KSP1 Mod Releases
Another suggestion is showing changelog as is: KERBALCHANGELOG { showChangelog = True path = relative/path/to/changelog } for mods which already have changelog in the text (or .md) format https://raw.githubusercontent.com/yalov/KVASS/master/ChangeLog.md -
There is cck-* tag in the Surface Scanning Module part. (MM-cache, line 339518) tags = isru mine )mining (ore prospect resource scanner sensor cck-usi-wolf So there should be "WOLF" category (created by USI Kolonization), with the Surface Scanning Module.
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trying to shot in the dark there, the RationalResources mod adds Rational Resources CCK category, and Surface Scanning Module can be found there, so the CPT: No Duplicates hides the duplicate from the science category. Otherwise, please share ksp.log, player.log, and ModuleManager.ConfigCache — it is possible that there is some patch order problem with some unique set of mods.
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The mods have different identifiers on CKAN and "Conflicts" relationship, so once one of them is installed, another is unallowed to be installed. For switching conflicting pair of mods on CKAN, a safe way is delete one of them, and then install another.
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ModuleManager is included in the archive, there are no other dependencies. Try to create new sandbox game, and check there. If that will not be working, share ksp.log and player.log please
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Version 0.7.0 new: FarFutureTechnologies 1.0.1 SystemHeat 0.3.7 Kerbal Reusability Expansion 2.9.1 updates: KerbalAtomics 1.2.1 CryoEngines 1.2.1 Dev (MethaloxEngines) CryoTanks 1.5.6 NearFutureSpacecraft 1.4.1 NearFutureLaunchVehicles 2.1.2 CommunityPartsTitles Extras Category: Disable NFLV simple view CCK category. You could use Extended NFLV category. If you want the NFLV simple view CCK category back, remove the 002_CommunityPartsTitles\Extras\category_no_nflv.cfg Thanks to github/LouisB3 for the work on this release Version 0.7.1 updates: CryoEngines 2.0.0 (@LouisB3) rename patches in extras to be more clear: category_hide_nflv, category_hide_cck_parts
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MLP has a nice synergy with the SmartParts: it has a stageable smartpart, able to call AG or stage with a delay. So for example, on the last stage I put an LFO engine, and a smartpart that will stage in 1 second, on the next stage I put SRBs, decoupling from the launch base, and a smartpart that toggle AG10, on the AG10 I put togglers of arms and towers, So everything is moving just in one 'space' button.
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Как бороться с низкой гравитацией на Минмусе?
flart replied to Sokol_323's topic in Russian (Русский)
Поставьте в настройках клавиш управление колёсами на другие кнопки, например на 8 4 5 6 на нампаде. САС останется на wasd. Это исправит какие-то из ваших проблем: можно будет подать "газ" на колёса без одновременной команды на переворот, и QE остаются активны для изменения крена для удачного приминмусения после прыжка -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
As you can see on the pic, the goo part already has 2 experiment inside, (green little tubes are extended), so there is no more place for a goo experiment, but the x-science think that the goo could be taken (the goo button showed and has yellow text). I was able to reproduce on an almost stock install: take goo experiment somewhere HyperEdit in other biome, take another goo experiment there. HyperEdit in third biome. the goo part already full, but "here and know" has button with yellow text. In this case, clicking the goo button in the third biome does nothing. Expected behavior: after the second goo experiment stored, the goo button is disappearing. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
DMagic Goo collected, but isn't counted. There are 2 experiment stored in the DMagic Goo part, one of them is the one from x-science button, and there is no other place for the goo experiment, but x-science shows the goo button. Clicking on the goo button does nothing. ksp.log https://1drv.ms/u/s!Alncj27YxKc-hmnYPT4LcEzn294s?e=GNiLRs player.log https://1drv.ms/u/s!Alncj27YxKc-hmprYEAztXMyYv4V?e=vrWBqV -
iirc NFLV have their own CCK-category, so Community Parts Titles Extras: CCK - No Duplicates hide parts from any stock categories (aka sorting by function subcategories) You could remove CPTE: CCK - No Duplicates or NearFutureLaunchVehicles/Patches/Category/ folder.
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[1.12.x] Waypoint Manager - New Dependency added
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
the last 7 icons in the "Icon selector" located in the WaypointManager\PluginData\icons\ are not fit to the Waypoint icon - they are not appear in the gui. I commented WaypointManager\CustomIcons.cfg patch, and it is work ok - the 7 icons disappear from the "Icon Selector", but stay in the gui (new, edit, delete waypoints) the launchsite and ranway icons are blurred in the Icon Selector, though looks ok in the WM window. Also I couldn't find the default Waypoint manager icons on a drive it's stock — Squad\Contracts\Icons\ ksp 1.11.1 ksp.log https://1drv.ms/u/s!Alncj27YxKc-hmeSHbq0850yQ_H4?e=7YNjSW player.log https://1drv.ms/u/s!Alncj27YxKc-hmbCpcMZ9Mhz8Zpb?e=QRe16Z UPD. I tried to make custom waypoints, and they have the same issues: CustomIcons.zip https://1drv.ms/u/s!Alncj27YxKc-hmi4Krmdgoe2nmKj?e=LaIXe5 -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
flart replied to IgorZ's topic in KSP1 Mod Releases
Changing "Beam angle" and "Light range" are not copied to the symmetric parts like the stock "light color" does. https://www.dropbox.com/s/79eg83021casjtd/20210210-010638.777.mp4?dl=0 -
@Atlas Gaming InventoryforAll.cfg misses [ in several places in :HAS#something Also patches that I use: // stock inventory patches // 2021-02-08 // @flart // rounds up slots amount to be a multiple of 3 @PART[*]:HAS[@MODULE[ModuleInventoryPart]:HAS[#InventorySlots]] { @MODULE[ModuleInventoryPart] { @InventorySlots += 2 @InventorySlots /= 3 @InventorySlots = #$InventorySlots[0,.]$ @InventorySlots *= 3 } } // all parts are manupulatable in EVA construction mode // except probably the parts with the ModuleInventoryPart, because ModuleCargoPart needs to be before ModuleInventoryPart @PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart // If this is set to < 0 then the part can be manipulated // in EVA construction mode but cannot be placed inside inventory containers. packedVolume = -1 } } KIFA use ModuleKISInventory for getting values from it, but other mods add ModuleKISInventory as patches with :NEEDS[KIS], so only if there KIS is found. forceKIS.cfg probably is ok (if it will not be deleted because it is empty) @PART[mk1pod_v2]:FOR[KIS] {}
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[1.12.x] Near Future Technologies (September 6)
flart replied to Nertea's topic in KSP1 Mod Releases
nfex-antenna-deploy-wv3-1.cfg has two ModuleCargoPart -
It's scaled hitchhiker
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Version 2.0.0 added PAW group new Part: early progression 1.875m Lab with the data-to-science conversion 1:2, but 10 times quicker than stock MPL-LG-2. thanks to @JDCollie and @Kielm for the model (DSD Mobile Labs mod) tweaked texture a little bit found better IVA for the part supported Restock endcap 6-Crew Lab now considered Hi-Tech Lab with the data-to-science conversion 1:6, but 10 times slower than stock MPL-LG-2. Recompile for KSP 1.11 targeted .NET 4.7 MM v4.1.4
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Why do you filter cockpits and cupolas from automatic RadiationShielding patch ?
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Version 1.2.1 fix B9PartSwitch description warning Version 1.2.2 ksp 1.11.1 remove negative costs, because of some problems with the partswitcher added 0.01t-0.05t for simulating near-kerbal mass.
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interesting... ksp 1.11.1, default variant with the defaultSubtypePriority = 1 with the cost 0 is selected in the GUI (green border around the rectangle, but cost of the vessel is -1E6 (the first variant, that is not the default). https://www.dropbox.com/s/l09scseo62asn3h/20210130-004235.796.mp4?dl=1 https://github.com/yalov/UtilityWeight/blob/master/GameData/UtilityWeight/Patches/3_Cost_B9PartSwitch.cfg
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[1.3.x-1.9.x] Craft Manager - search, sort, tag & share your craft
flart replied to katateochi's topic in KSP1 Mod Releases
"Include stock" button ignores expansions ships GameData\SquadExpansion\Serenity\Ships\ GameData\SquadExpansion\MakingHistory\Ships\ could you split the sort and the load/merge drop-down lists to separate buttons? I believe something like that is more convenient- 236 replies
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- search & sort
- craft list
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[1.12.x] WASD Editor Camera Continued - New Dependencies
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
ksp 1.10.1, wasd v0.7.1.2 it is still unresponsible to the `W` `A` `S` `D`. I also tried switch keyboard layout to the EN (USA) it was ok before the v0.7.1 ksp.log: https://1drv.ms/u/s!Alncj27YxKc-hmHEeZTJK-BMyQRy?e=EDnAYf player.log https://1drv.ms/u/s!Alncj27YxKc-hmJt0vigCG22HAD8?e=b0V5cf -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
I am talking about the last on the CKAN [x]-science v5.26. Are you asking to try the same on the v5.23 ? UPD. xScienceContinued v5.26 -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
flart replied to hemeac's topic in KSP1 Mod Releases
LGG Kerballoon beta b9ps upgrades didn't show up in the tech tree. I manually removed the node requirement in the Kerballoon, so it works on my side, but you could check it out. -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
flart replied to linuxgurugamer's topic in KSP1 Mod Releases
CKAN x-science, ksp 1.10.1, JNSQ. "Here and now" doesn't show Island Airfield mini-biome experiments on the JNSQ, but after manual running, they are taken into account in the "x-science" window. Also there is inconsistency in large biome name in the brackets — (Western Sea) in "Here and Now" window, and (Lowlands) in "x-science" window