Jump to content

flart

Members
  • Posts

    914
  • Joined

  • Last visited

Everything posted by flart

  1. The warp drive uses kerbalized speed of light Version 1.5.0 added option to show a speed as speed of light (after 1% of c) added option to toggle a speed of light to the Kerbalized version (one tenth of c)
  2. The real light speed or the Kerbal one, that is 10 times lower than the real one? I could add that
  3. you have done all the work, so thanks to you!
  4. Version 0.10.0 "Big Update" by @MinchinWeb updates: Expanded Naming Spec JX2 Antennas and USI Sounding Rockets Heat Shields -- "HS" Prefix SRB numbering: Now based on fuel amount, rather than unit gross weight battery capacity indications solar panels -- SP / OX / KX SP - re-deployable solar panles OX - single deployable solar panels KX - fixed (non-deployable) solar panels Parachutes -- Nc / Nk / Nb number now correlates to open surface area Fairings: AA-FF -- move sizing on fairings to be decimeters (like tanks) Use double quotes consistently for nicknames [Near Future] rework tanks to match names of other tanks [SpaceY] rework for zer0Kerbal's update to the mods [SSR] rename SCANsat module [kOS] move light to `I-` prefix [RS+] add structural tubes (`TB-`); other minor fixes [Remote Tech] add support of other mods new: [Tantares] Added! [Simple Cargo Solutions] Added! [LanderTek] Added! [Buffalo2] added! [USI Kolonization] added! [CactEye] support added! [USI Exploration Pack] added! [LET] added NecroBone's Lithobrake Exploration Technologies! Add Recycled Parts / Mk2 Essentials and Mk2 Solar Batteries
  5. Hello, I have added you as a collaborator to the repo, and have written a review on github pr thread
  6. Hello, @Shadow Wolf TJC, welcome to the forum! I don't think the StationPartsExpansionRedux licence allow that, because: Also I don't want to. But you can safely install it using CKAN, and then remove anything that you do not need. This mod only requires the Deployable Habitation parts from the SSPXr. I don't remember exact paths, you can start with removing everything in StationPartsExpansionRedux/Parts/ except: StationPartsExpansionRedux/Parts/Extendable StationPartsExpansionRedux/Parts/Common
  7. "Зачем играть в ksp1, если есть ksp2? Зачем играть в ksp2, ecли она пока неиграбельна? Поэтому не буду играть" — логика у многих такая, имхо. Онлайн в ksp1 сейчас был бы выше, если бы ksp2 не была выпущена, по причине выше. Грусно ещё что поддержку прекратили. С PR всё понятно, но оставили бы 2 программистов на иждивении у команды ksp2, они бы там что-нибудь делали на ksp1, моды бы какие популярные адаптировали. А то получается, первую часть оставили позади, а вторая плавать не умеет.
  8. launch site points in this mod are also KK provided feature, so it's impossible. Theoretically it is possible to make C# mod with launchsite system independent of KK, but that would be different mod, and doesn't worth time, because we already have KK.
  9. I'm not familiar with RO that much. RealismOverhaul guys cook their salad by themselves, and this mod could be just an unsuitable vegetable, ask them.
  10. @tg626 I was having this bug, and I don't have tweakscale. I think it was about bettertimewarp mod (by LGG). I switch to another timewarp mod, and the bug have disappeared.
  11. I am exited for Harder, Better, Faster and Stronger KSP
  12. Since some time, Opera browser have build-in "make all white pages dark" feature
  13. yes, also KSPCommunityFixes makes construction less explosive.
  14. manipulable-only parts are parts that have ModuleCargoPart{} with negative volume, therefore can't be placed in inventory, but can be manipulated in the EVA Construction. A part without ModuleCargoPart{} can't be manipulated in the EVA Construction. Therefore, enabling "Process manipulable-only parts" will process manipulable-only parts, and instead of -1 these parts will be having proper volume. make manual config for these parts, if the part have ModuleCargoPart{}then mod will ignore that part. (It is why all this fuzz with the manipulable-only parts was needed in the first place) @PART[reactor-125]:HAS[!MODULE[ModuleCargoPart]]:Final { MODULE { name = ModuleCargoPart packedVolume = 4254 } }
  15. Deployable Inventory have large inventory parts, you can set up PartVolumes to calculate volume for almost all parts, weight is not a problem in space or low gravity bodies, changing settings.cfg could make EVA construction more convenient: EVA_INVENTORY_RANGE = 15 // 5 EVA_CONSTRUCTION_RANGE = 15 // 7 EVA_CONSTRUCTION_COMBINE_RANGE = 15 // 7 KSPCommunityFixes makes EVA construction less volatile Result — you can print and build with the sandcastle almost everything.
  16. maybe it possible to make "unrealistic mode" in the settings, that will remove any colliders support, and will allow to move through walls and hatches of unsupported mods?
  17. What file? For creating Containment Field you need to have +x EC/s, (if the EC is on max, then you not see the +x EC/s in the GUI, but there is still some generation going on). My assumption that GU's SRX Flux II Bell (ICF) does not supported, so try Stock solar or Nuclear Reactors from Near Future Electrical. Also B9 Part Switch is recommended.
  18. Что-то подобное у меня вызывал KRASH, хотя подробно не разбирался.
  19. For creating CF you need to have enabled EC output on the vessel, and it supports the most popular EC-generation modules: solar, generators, converters, but not all possible modules.
  20. I have never seen this one, but it looks a little bit like WinXP wave bug, so I would try to reinstall GPU driver
×
×
  • Create New...