-
Posts
913 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by flart
-
While Kerbino is a straight-forward way, it losses all of its Klushino-ness. Since -ino is well know ending of a little village name, the Kerbino is just one of them, without any reference to the Klushino. A line of the Kerbalized standard slavic toponymys (from small to large if limiting to Russian) would be Kerbino, Kerbovo, Kerbinsk, Kerbingrad (Кербино, Кербово, Кербинск, Кербинград). If you want recognizable reference to Klushino, the best I could think of is Klushino (it's Kerbalized enough by itself), or some compound like Kerb-Klushino (Керб-Клушино)
-
Kerbal is 'Кербал' — Е/е, not Э/э, Клушино (Klushino) — root [клуш], suffix -ин-, Inflection -o, so Кербино (Kerbino). 'шина' is 'a tire', so a native speaker probably parse 'Кербшино' like a compound word: misspelled name of a tire factory in a Kerb-town (similar to Белшина, Днепрошина, Нижнекамскшина) forever and ever in KSP and KDE
-
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Commnet Antennas Info v3.0.0 The Extras/Consumptor is excluded to the separate CommNet Antennas Consumptor repo Commnet Antennas Consumptor v3.0.0 CommNetAntennasConsumptor was excluded from the "CommNet Antennas Info" supported DMagic Orbiral Science: Soil Moisture Sensor and SIGINT added ModuleAntennaToggler - module to disable/enable every "static" (unretractable) antenna. So now you can disable static antennas, and they will stop consuming EC, but a vessel will lose its antenna power. Also if you disable antenna at launch, it will be auto-enabled on transmission request and later auto-disabled (same as retractable antennas auto-deployed and auto-retracted) -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Just the same "Bandwidth: X Mits/sec" line from the Info in the editor added also to the PAW of antennas in the Flight. It shows how quickly experiment's data (Mit) will be sent to Kerbin. Also [Consumption EC/Mits] multiply by [Bandwidth Mits/sec] equals to [Consumption EC/sec] -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Commnet Antennas Info v2.5.0 Prerelease ksp 1.8-1.9 CommNetAntennasConsumptor: supported DMagic Orbiral Science: Soil Moisture Sensor and SIGINT added ModuleAntennaToggler - module to disable/enable every "static" (unretractable) antenna. So now you can disable static antennas, and they will stop consuming EC, but a vessel's antenna power will be decreased. Also if you disable antenna at launch, it will be auto-enabled on transmission request and later auto-disabled (same as retractable antennas auto-deployed and auto-retracted) added Bandwidth field to PAW https://github.com/yalov/CommNetAntennasInfo/releases In the next version Consumptor probably will be fully excluded from the CommNet Antennas Info to the separate repo. @Wurmi, @SkiRich, you might find this interesting @DMagic thanks for the help with ModuleAntennaToggler -
@dtoxic Do you have the B9PartSwitch 2.16 ?
-
@slubman first one also light up some engines in the Editor, so I commented it out // Command pods have lights on by default // Author: slubman // This patch also makes engines having the red light in the VAB //@PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL //{ // @MODULE[ModuleColorChanger] // { // %animState = true // } //} // Cockpits and cabins have lights on by default // Author: slubman @PART[*Cabin*|*Cockpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL { @MODULE[ModuleAnimateGeneric] { %animSwitch = false %animTime = 1 %animSpeed = 1 } }
-
@firda Will your PR be working with new DMModuleScienceAnimateGeneric v0.23 ? Do you have the patch that was discussed there few pages ago? // [x]-Science doesn't work with DMModuleScienceAnimate // The patch changes DMModuleScienceAnimate to DMModuleScienceAnimateGeneric // Need to install DMModuleScienceAnimateGeneric @PART:HAS[@MODULE[DMModuleScienceAnimate]]:NEEDS[DMModuleScienceAnimateGeneric]:AFTER[DMModuleScienceAnimateGeneric] { @MODULE[DMModuleScienceAnimate] { @name = DMModuleScienceAnimateGeneric } }
-
Eden_Allure ... random page Global_Fund_for_Women Education ... first large hub, only one thing with space substring Indian_Space_Research_Organisation Human_spaceflight Valentina_Tereshkova ... and no, there is no link to KSP... Category:1963_in_spaceflight Spaceflight ... already well known, word simulator point you on the path Orbiter (simulator) Kerbal Space Program
-
Version 0.6.1 updates: ReStock+ 1.1.1 NF Launch Vehicles 2.0.1 MM 4.1.3 Version 0.6.2 updates: SCANsat 20.1 Version 0.6.3 updates: UniversalStorage2 1.9.1.1
-
It's Restock replacement for the MH parts, and they are hidden from user with the MH, so I haven't seen them. probably it's Filter Extension or some extension of Filter Extension put the tank into Engines category, because it has built-in buster I am not so familiar with USI, but probably the same. Based on modules of the part, Filter Extension put it to several categories. I will release update for restock+ replacement for the MH parts
-
Let say you have queue enabled, and two vessels with 2 days planning each, so in the KAC: Vessel 1 - 2d Vessel 2 - 4d Appending Vessel 3 with 3d planning is: Vessel 1 - 2d Vessel 2 - 4d Vessel 3 - 7d and Prepending Vessel 3 is: Vessel 3 - 3d Vessel 1 - 5d Vessel 2 - 7d Now Simulation is clicking the "Simulation" button, without any name checking, it will take additional funds with cost of the vessel, and the additional funds will not be reverting after reverting to the editor. Launching routine is building your vessel, click one of the timer buttons, new timer will be added to KAC, go to the KSC, warp time, launch with LaunchPad GUI or going back to editor. Now it doesn't check the name or whatever the timer is finished, so if for some roleplay reason you want to launch vessel without a timer or with unfinished timer — you can. And if the timer was finished, it will be auto-removed after the launch.
-
I wasn't working on the re-imaging since last message, so it's it's 2.0.0-RC until I will having a ksp mood. Version 2.0.0-RC New Look! Buttons! No restrictions! It's a "Helper" now, and not a "Limiter". v1 was having some irritating features: You was needed to cheat the mod to launch without planning, if it was needed for some reason (reusable rockets) writing "Test", and then removing autosaved "Test" copy of the vessels. clutter up the vessel list. Switching append/prepend to queue require exit to KSC and go to the settings. It was not possible to add several vessel with the same name to queue So I reimagined the mod, and now it's even less restrictive: restore stock Launch button action (disable any checking there) add 3 new separate buttons in the Editor: [Simulation], [Prepend] and [Append] planning to the quere (if its enabled) So now launch button doesn't check anything itself and you can launch reusable rocket at ones, you don't need to write "Test" since there is a special button for a Simulation Also you have separate buttons for Append/Prepend (disableable), and it is possible to add any amount of equally named vessels with a same name https://github.com/yalov/KVASS/releases
-
@Глобул есть CKAN. Там и описание, и популярность, и даже тэги к модам расставлены. Идея правильная, но водородные движки на такой стержень не тянут. Это просто водородные движки. Criogenic Engines/Tanks можно добавить куда угодно и будут водородные движки. Как уже несколько раз сказали, таким стержнем часто выступают моды от Nertea: Criogenic Engines/Tanks, Kerbal Atomics, весь Near Future, Restock. Очень красивый набор получается, и без абсолютно новых механик, как у MKS и USI (с которыми я и не знаком)
-
Version 1.0.0 * Last B9PartSwitch changes also size of nodes (B9PartSwitch >=2.16.0) * MM v4.1.3
-
What do you think about option for kabooming a stack part in the middle of a vessel without splitting the vessel in 2 parts? Glued Kaboom!
-
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Thanks, fixed at v2.4.1 -
make sense, probably I didn't touch it because several planes mods have plenty mk1 cockpits, and they all appears there, so I just leave it alone. On the next update I will look into that.
-
Version 0.13.0 added option for appending to the queue of planning, instead of prepending fixed queueing bug when created non planning alarm updated localization splitted settings on 3 columns ksp 1.9.1 option to show calculation message, when creating new planning alarm (None, Short, Expanded) Version 1.0.0 bump version to v1 (reimagined v2 coming soon)
-
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Yea, I was thinking about it. My idea was to add fake ModuleDeployableAntenna to static antennas, that doesn't really deploy anything, but enables/disables antennas. It didn't work. Probably it demands a real pivot and an animation for the module to work. Making new ModuleDataTransmitterDisableable is out of scope, because I don't want to make it not compatible with the NF: Exploration -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
flart replied to SpinkAkron's topic in KSP1 Mod Releases
patch, that tell HideEmptyTreeNode to not hide "tier number nodes": @TechTree:NEEDS[UnKerballedStart&HideEmptyTechTreeNodes]:FINAL // FINAL should only be used for user MM scripts, if ever!!! { // Hide all empty nodes, initially @RDNode,* { @hideEmpty = True } @RDNode:HAS[#id[tier*]] { @hideEmpty = False } } Are you sure CBK patch should be there? It's helpful, I am having similar patch at local folder for larger systems, but how it related to the "Unkerballed Start"? em16s light duty motor from the Braking Ground on the Adv. Landing, different brunch from all other motors on the Actuator and Adv. Actuator moving SAS-L2 Probes from the NF Exploration to OCTO2: @PART[nfex-probe-dsk-1,nfex-probe-rkt-1,nfex-probe-chfr-1]:NEEDS[CommunityTechTree&NearFutureExploration&UnKerballedStart]:FINAL { @TechRequired = unmannedTech } @PART[nfex-bus-dsk-1,nfex-bus-dsk-2,nfex-bus-rekt-1,nfex-bus-rekt-2,nfex-bus-chfr-1,nfex-bus-chfr-2]:NEEDS[CommunityTechTree&NearFutureExploration&UnKerballedStart]:FINAL { @TechRequired = unmannedTech } Maybe move smallest NF-Electric solar panels early? It too boring early career with only stock solar panels -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
flart replied to flart's topic in KSP1 Mod Releases
Extras-Consumptor/CommNetAntennasInfo/ suppose to be merged with CommNetAntennasInfo/ in the GameData, like GameData/CommNetAntennasInfo/Configs/ModuleGeneratorAntenna.cfg possible that it's the reason of the warnings, though exact path there should not be important. Otherwise, I need log