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flart

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Everything posted by flart

  1. dV считается в полёте в стоке, по ступеням, т.е. нужно чтобы отстыковка docking port выполнялась через ступень, а такой патч вроде где-то есть.
  2. В настройках CKAN опция называется Download Cache - там сохраняются архивы. Чтобы установить мод нужно выбрать его при помощи чекбокса, и затем нажать кнопку Apply change.
  3. Extension v2.1.3 / Info v3.0.2 / Consumptor v3.0.2 added/updated French translation (thanks to @vinix)
  4. Commnet Antennas Extension v2.1.2 updated version file Commnet Antennas Info v3.0.1 ksp 1.8-1.10 added french translation (thanks to @vinix) Commnet Antennas Consumptor v3.0.1 ksp 1.8-1.10
  5. @Cheesecake I tested with the default config of Kerbalism, Bandwidth and Packet size is changed to low values, but the Consumptor and Toggler works as intended. It doesn't brake the CAE/CAI/CAC. Give me some screenshots with a problem and a log. For now, the mods looks pretty compatible with the Kerbalism.
  6. CommNetToggler makes all static antennas retractable, but without an animation, and ksp changes isEnabled and CanComm() accordingly to retracted state. Manually I have not changed isEnabled. https://github.com/yalov/CommNetAntennasConsumptor/blob/master/CommNetAntennasConsumptor/ModuleAntennaToggler.cs#L20
  7. The conflict with a mod that changes antennas is possible, does Kerbalism do something with antennas? I will take a look.
  8. 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)
  9. 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
  10. 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)
  11. 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]
  12. 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
  13. I did some testing, and for the same experiment I have 20 Mits, 6 science on the Launchpad and 20 Mits, 140 science for the Duna 100km orbit, so some patches probably indeed could change biome modifiers, but after that, amount of the Mits is the same in different biomes @linuxgurugamer
  14. Something similar was pointed out by yuravian with the DSN multiplier there and I fixed it there, though I did not test it with all cases. Probably it was changed in the few last minor versions of ksp
  15. @dtoxic Do you have the B9PartSwitch 2.16 ?
  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 } }
  17. @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 } }
  18. flart

    KSPedia

    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
  19. 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
  20. 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
  21. 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.
  22. 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
  23. @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)
  24. Version 1.0.0 * Last B9PartSwitch changes also size of nodes (B9PartSwitch >=2.16.0) * MM v4.1.3
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