![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Zah
Members-
Posts
86 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zah
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Zah replied to politas's topic in KSP1 Mod Releases
is it possible to make CKAN throttle downloads from github rather than the other way around? -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
Zah replied to pizzaoverhead's topic in KSP1 Mod Releases
This still could have some tweaking. I love it for reentry, but not sure if an airplane should leave a giant trail of fire at Mach 4-ish. -
Kerbal Space Program Update 1.5 Grand Discussion thread
Zah replied to UomoCapra's topic in KSP1 Discussion
Deployable parts now use separate value for their impact resistance when retracted. The default is general impact resistance I hope? Looking at the huge list of old parts mods...- 388 replies
-
- kerbal space program
- update 1.5
- (and 3 more)
-
[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
Zah replied to blacsky33's topic in KSP1 Mod Releases
Agree! (And thus: bump) -
Hi, I'm currently working on a Kerbin return ship for interplanetary motherships that's also going to double as an emergency escape ship for stations. For that I want shielding on everything. I've already embedded the engine in hollow tanks and am now looking for shield/cover for the nozzle, similar to what the Soyuz uses. However, I'd prefer a mechanism similar to the stock shielded docking port or a leaf shutter. I know I could use Infernal Robotics, but I'd prefer a one-part solution(part count adds up) that doesn't affect the balance of my ship and opens without having to fiddle in menus. I've been looking for a mod all day, does anyone know something? It doesn't even have to be the right size, I can add Tweakscale myself. It just must be hollow so it doesn't blow up when I fire the engine. Sort-of demonstration of what I'm working on:
-
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Zah replied to AndyMt's topic in KSP1 Mod Releases
I don't use RSS and found the way MJ interacts with GT weird. E.g. I build my rockets in such a way that GT puts me in a still suborbital trajectory at target AP, so the last ascent stage can just be ditched without leaving space junk and then do the circularisation manually using my "service module" (or similar) engine. Optimally that means Apo at LKO and Periapsis at nearly 0(technically higher would be better, but KSP doesn't reliably aerobrake on non-active vessels, if at all) with several minutes to Apo in the end. I found it very efficient(no more than 3400dv) and easy to plan my launches like this. The first time I used MJ, GT handed off without break and used the leftover fuel in my ascent stage to start circularisation. There's probably a way to tell MJ not to do it this way but I haven't checked. Sure, I could design my rockets differently so that I stage before GT is done, but that's a lot more complex, I'd rather not. Now if I had an action group that fired when GT is done... -
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Zah replied to AndyMt's topic in KSP1 Mod Releases
I have a feature request: could GT be set to fire an action group(compatible with Action Groups Extended) when it's done? I know it already hands off to MJ (which I don't want to use), but regardless being able to further automate a launch with an action group would be really useful. -
Duh. Could it be Kerbal Cities Pack? I have no idea why that's even installed Oo.
-
I was coming from the original Kerbin Side which worked without issues(I'm on 1.4.5 with this install). Removed that, then installed Kerbin Side Remastered manually. New games in both cases, so I don't mind starting new. I'm still fiddling with some mods anyway. Will try a complete manual install and see what that does.
-
Probably CKAN messing up a few things. I thought I had installed all non-CKAN-compatible mods manually but CKAN is weird. I'll redo all the planet-related mods manually and see if that fixes it. I use about 180 mods and my log file is like 60MB so I'll better figure it out myself ;). Sigh, CKAN really causes me more work than it saves time.
-
Huh, so the south airfield looks like this for me Oo.
-
How do I "discover" bases in a Science career? I landed at an airport but nothing happened O_o
-
Could this possibly interface with kOS?
-
Why does this mod come with an alternative resource system anyway? The OP doesn't list it... it really just looks like a rover parts mod. Right now it consistently crashes on start because... ResearchKits. I was told there would be rover parts, not a different resource system. Now my KSP installation requires debugging. Why. Wouldn't it make more sense to keep parts and resource mods separate? I'm confused. Or at least say in the OP that you add potentially incompatible resources. I'd rather not spend time on debugging and instead play. I mean, think about it, I installed this mod properly and it shoots up my installation. Maybe beyond repair if I'm lucky. WHY. Edit: Can someone point me to exactly what this mod does that makes it incompatible with B9PartSwitch? What do I have to remove to make it work?
-
Running into a weird bug. This thing gets spawned 90° rotated in an inline hangar, so it sticks through the walls and explodes. https://imgur.com/a/MHhLfHm The forward/bottom markers are weird. https://imgur.com/a/UvSkwNV Everything looks fine in the VAB: https://imgur.com/a/WHr4kdf Quite a few mods involved (and some tweakscale on the engine because I'm lazy and it keeps the part count down), so not sure how to approach this. Edit: figured it out. Was the folding animation of one of the magnetometers. Since I mod mods for fun this may be my fault, or the specific mod. Dunno, haven't had time to play around with that yet.
- 1,632 replies
-
- 1
-
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
KSP Interstellar Extended Support Thread
Zah replied to FreeThinker's topic in KSP1 Mods Discussions
Does KSPIE still react allergic to Near Future Electric? I do prefer the KSPIE reactors to those in Near Future, but I do miss the battery shapes. I could just install the parts manually regardless Oo. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Zah replied to StarCrusher96's topic in KSP1 Mod Releases
Oh neat! The topic still says 1.3.1, too, and I had read somewhere that it requires some code O_o. I'm giving "The World Beyond" a spin currently and that's unfortunately not compatible (I'm anxious of the loading times when combining them anyway :D).- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Zah replied to StarCrusher96's topic in KSP1 Mod Releases
But does KSS? My reading was: no.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
I thought that issue was fixed long ago, but typing into text input fields (e.g. vessel renaming) keeps triggering keyboard shortcuts. Major annoyance. I browsed through the release notes and didn't find it mentioned anywhere, what's happening? O_o
-
The readme is confusing indeed: "place its respective .cfg into your gamedata folder." That's simply saying e.g. './GameData/USIVA-MrGlass.cfg' -- that would be weird. ¯\_(ツ)_/¯
-
[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Zah replied to AndyMt's topic in KSP1 Mod Releases
This is my workhorse mod for launches. There's just one thing I haven't figured out yet: how do I launch into a south-facing polar orbit? Setting the inclination to 270° will cause it to turn in flight after heading north xD -
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Zah replied to JPLRepo's topic in KSP1 Mod Releases
I kinda wonder what's up with the 550AU part. That's what, 82,500 million km? xD Does this work? https://imgur.com/a/yDhCm6l -
I decided to give this a spin on a new 1.43 install with KSP IE and 150 other mods for a science campaign. Installed most via CKAN, then picked up the whole mod and it works just fine so far. Only issue is the now extreme game start time of >10 minutes but that's KSP for you ¯\_(ツ)_/¯. I noticed that my RAM usage goes up to 15GB in the main menu, but drops to 9-10 in game. I mean, there's a whole complex mod including fusion engines that may work for you: There's other mods I haven't tried, give the forum search a try as well.
- 419 replies
-
- kopernicus
- star systems
-
(and 2 more)
Tagged with: