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KSP2 Release Notes
Everything posted by flart
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
flart replied to Paul Kingtiger's topic in KSP1 Mod Releases
There aren't localization tags in the USACD1500 config- 1,553 replies
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- kis
- universal storage
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I agree. A previous version was toggling day/night when I wrote a vessel's name or searched parts Could your ClickThrouthBlocker fix that? Or just an option for disabling hotkey. Or disable hotkeys by default.
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I just found Sigma Replacements: Descriptions — looks like you could use it for the quirks info, without any new GUI
- 1,033 replies
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- realism
- life support
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They are duplicates. Files in the dropbox are not "fixes" for the existing in other places localization (as all files in the CPT), They are the only localization files for my local reduced copy of the some mods, including SXT.
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At some point I will add SXT for sure. Some large mods have very limited amount of interesting parts, so I was copying only them to a local GameData/0_My/mod_name And I was making new titles for them, but only for the parts what I am using, and SXT is one of these mods. I have copied the localization to the dropbox, you can try it out (just put files to the 002_CPT folder, or make the new one 002_CPT_local) https://www.dropbox.com/sh/gqayu7562r1xywx/AACHPMNTUMu4V3Q77mhemSvEa?dl=0
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I was very careful with the engines because: there are many possible grouping: by Fuel, by Size, by purpose (vacuum, surface) some of engines numbers are a reference to real world engines — so I can't just change them. The most obvious grouping was done: Jets, SRBs, Wolfhound+Poodle, Twitch+Cub, Mastodon+Mainsail, but mostly I leaved engines unchanged, and put mods engine, what are strictly relative to stock engines to the same "group" with the stock. If you have some idea, you can make PR or issue on the github
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I am satisfied how KV command pods and Engine Plates are titled, so I never have copied them to the file But you can find section with DLC engines or SM Service Module. Some of them unchanged or even commented out, because there was some work with these groups of parts
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Support for the DLC is included, stock and DLC are sharing the same en-us.cfg in the mod's folder
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Version 0.3.7 updates: Airplane Plus v25.0 KIS v1.18 MM v4.0.2 new: PicoPort GlassThings SCANsat Version 0.3.7.1 fix picoport-patch (MM warning)
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Version 1.3.2 "The relative docking port Roll angle" is the same number as in the Docking Port Alignment Indicator (calculation from there): Also option was added for showing all relative angles, number fanatics could use these 3 numbers (Yaw, Pitch and Roll) instead of their graphical representation in the Navball Docking Alignment Indicator CE-2: ChangeLog: surface: multiple choices for rover and airplane speedometers settings added km/h and mph for airplanes target: relative docking port angles Only Roll angle Yaw, Pitch and Roll angles integer or one decimal digit precision for angles option for disabling target name recompile for ksp 1.6.1 fix settings-esc bug fix targeting .NET version to 3.5
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in the start() of KSPAddon I have settings = HighLogic.CurrentGame.Parameters.CustomParams<Mod>(); A then I just using settings.mycoolbool in the lateUpdate() Useful cool feature When user opens mod settings in the difficulty section dialog and changes settings, setting.mycoolbool right away is changed in lateUpdate() and user sees changed stuff in the flight. Problem user changes some settings, and then press ESC or cancel instead of ok or accept. Checkboxes on the settings page are reverted to previous state as intended, but on the flight scene options are stuck to the new state and if user opens the dialog again, then checkboxes changing do not make difference to the flight scene, even with the pressing settings accept button. Only f5-f9 helps
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If you need mph for planes only sometimes, for fun, the easiest way is to change type of the vessel to the "rover", to check out mph and then to get back to the "plane" (all without summoning difficulty settings) if you want always to have mph instead of mach (despite engines max thrust achieves on the some mach) I can remake settings page for changeable mach/knots/kmph/mph for the planes
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LGG was saying that after squad moved to the 3 months releases cycle, he will not be updating every mod for every release — only the broken ones. So if there is some problem with NASA countdown clock — create Issue on the github. A "Sound effect" thing is .ogg-files for every second and event. You could try to find and to cut the suggested sounds and PR to the repo. @linuxgurugamer
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Честно уже и не помню, в каком месте меня так раздражали наименования координат, что я аж баг создал https://bugs.kerbalspaceprogram.com/issues/18276, и я давно уже на английской версии, поэтому если считаете актуальным плюсаните на багтрекере, иначе минусаните, будет отрицательный баланс — закрою баг.
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The inevitable 1.9 and what comes after
flart replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
You was joking and don't need an answer, but there it is. I usually do something like that (similar squad did): 0.1.x - Alpha 0.2.x - Beta 0.9.x - RC 1.0 - Release 90% chance 1.10 will follow after 1.9, 7% chance they take more than 3 months for development, make a little more new features and call it 2.0 for the increasing sales 3% chance they just call it 2.0. -
Русскоязычный Каталог Модов КСП + перевод // (mod translation)
flart replied to Kerbal101's topic in Russian (Русский)
Чтобы плагин поддерживал локализацию, нужно изменить код, перекомпилировать и ещё добавить локализацию тэгов в конфиг, типа такого: Localizer.Format("#SpeedUnitAnnex_Surf5") и Localization { ru { #SpeedUnitAnnex_Surf5 = Пов-ть } } -
Русскоязычный Каталог Модов КСП + перевод // (mod translation)
flart replied to Kerbal101's topic in Russian (Русский)
@Sooll3 Потому что все относительно забили на локализацию и на подфорумы посвященные ей. То что на ажиотаже во времена ksp1.3 было локализировано — то в основном и осталось. Ещё мододелы на родной язык свои моды переводят, но не более. -
@Shizen Yes, it is 1.6.0 compatible, just change KSP_VERSION and KSP_VERSION_MAX in the ScienceLabInfo.version I will recompile it, but later.
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
flart replied to _Zee's topic in KSP1 Mod Releases
because you modified science experiments, you can add ScienceSituationInfo as recommended mod, and there is a large boom to the requested mods list, aka mods supported by CPT: -
"dontstayputnik" has more sense than the "stayputnik", hasn't it?
flart replied to flart's topic in KSP1 Discussion
Indeed. Wikipedia: -
I like what the SXT's dontstayputnik name has more sense than the stayputnik. "Sputnik" is, you know, a satellite, and not only the space-y one, but also the loved one — "sputnik of a life" is a popular Russian idiom about a life partner. And the most casual and usual meaning of "Sputnik" is "fellow traveller". Even more, "s-" is a prefix, meaning something like "with-". Sputnik = With-putnik = fellow traveller. Yes, "putnik" is a traveller, or maybe more accurately a wanderer, a pilgrim — an archaic kind of a traveller from a fairytale and with a hobo stick. Finally: dontstayputnik = "don't stay, Putnik" = don't stay there, traveller, go and live a full life, take adventures somewhere in the space stayputnik = "stay, Putnik" — what? stay where? why? I am a PUTNIK, I don't want to stay.
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[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
flart replied to Snark's topic in KSP1 Mod Releases
Needed by me for making a Community Parts Titles support you have quoted only a second part of the sentence, the pattern is in the Community Parts Titles, that why I put a colon before. It is the pretty wordy arguments why Community Parts Titles is so cool I am talking about a new name for the part, because MH makes the new part, despite it has the same model. Beside my problem, somewhere in the universe can be a patch, what assume, what the stock structural part adapterSmallMiniTall hasn't any resources. If the new part has the new unique @name, I can make the CPT compatibility MM patch UPD. Getting rid of the stock name also will not work... new localization tags is the best solution. I can find stock titles for all languages for that part and post .cfg there. -
[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
flart replied to Snark's topic in KSP1 Mod Releases
Another compatibility change is needed , this time for the Community Parts Titles: "Tanks" have a different title pattern than "Structural" (the 06-12 adapter belong between FL-S40 Oscar-B Fuel Tank and FL-T100 Fuel Tank) Could you make a separate localization tag for the fueled adapter (ex #MissingHistory_adapterSmallMiniTall_title)? Another possibility is changing the @name of the modified part to something new, then I could make changes in the spoiler on my side UPD. Was you considering Ven's atomic small engine (Shiba) before integrate Porkjet's one? Just curious. -
It's my settings.cfg for the plugin (it is used alongside with the difficulty section settings, which doesn't support needed input strings): USKAM { Regex = "^.?[Tt]est" Regex = "^.?[Ss]imulation" } I load the settings.cfg with ConfigNode[] configs = GameDatabase.Instance.GetConfigNodes("USKAM"); It loads ok If I placed the .cfg to the GameData/USKAM/, but the same file doesn't load from the GameData/USKAM/PluginData/ Why is that?