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JH4C

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Posts posted by JH4C

  1. 6 hours ago, ThePixeledFox said:

    great looking mod , if only i could find the parts in the game ? ksp version 1.4.5 no expansion , no other mods .

    There are no parts; this is a plug-in to allow parts makers to add animation to their parts more easily, or surface-mount parts to existing animated parts. Do be careful doing this though, there can be entertaining and explosive side-effects in some cases!

    I'm finding that often I'll launch a craft with a part attached to an animated surface, and although it's well-aligned in the VAB or SPH it goes wildly out of position when placed in the game world. Sometimes this means your attached item is floating 30 meters up in space, other times it can destroy the runway completely... Still, for every time it goes wacky, there's a time it saves me SO much fiddling about that I'm happy to live with the consequences!

  2. Seeing this has reminded me: Not sure if it was a bug, glitch, or just working as intended, but I launched a 4-man ship to get my kerbals their first stars and the kerbal that spent the trip in the PTD-C didn't earn any experience, and his experience log shows only Flight at Kerbin... The other three kerbals were in a mk1-3 pod, and all got Orbit around Kerbin in their logs. Just re-ran the mission to double-check, putting a different kerbal in there, same result - that kerbal only gets a Flight, the rest get Orbits. Not sure if this might be related to the training module?

  3. I don't think there's sufficient flexibility in the Contract system for it to do what you're suggesting, at least not within Contract Configurator. You'd need to take a lot into consideration, and there's every chance that what's possible with your current tech level may be outdated by the time the contract comes due, but you're still stuck doing it. Just because a transfer is coming up sooner doesn't mean it's a better or more easily attainable destination.

    I think you'd be better served by setting up Kerbal Alarm Clock to remind you when the transfer windows are due, and continuing to run other trips for more money/science in the meantime. There's also mods like Astrogator that can help you schedule your transfers and even program the manoeuvres for you.

     

  4. 1 hour ago, Gordon Dry said:

    The Rapier config throws errors when trying to use the combo RealFuels, RealFuels-Stockalike, RealPlume, RealPlume-RFStockalike:

    That looks exactly like the issues I was having when I installed BetterSRBs, which weren't really related to JetSounds. Check the explanation given on the preceding page for how it happens and suggestions on how to fix it.

  5. 2 hours ago, DJspaceinvader said:

    Hey, I'm having some trouble with getting the mod to work. I try to put the files in gamedatat but almost none of the cockpits will appear, help is apreciated.

    The same problem, and the standard fix for it, is mentioned higher up on this page. If you need further assistance, refer to the stickied messages at the top of the Add-Ons forum for advice on how to proceed.

  6. JC (mentioned above) and Filter Extensions offer many extra ways of filtering your parts and mods, but I don't think either offer a new column in the parts window to use for weighting. I'd love one for ISP and/or kN/MN thrust, but in lieu I just filter by the engine type I want and then by price; the more expensive engines tend to have the higher power ratios.

     

  7. 1 hour ago, El Sancho said:

    Negan's Place is a point of no real significance, simply a location where a femme Kerbanaut named Negan needed a rescue ride. Greater Flats is somewhat more meaningful, being the center of a wide-open space near the equator, and thus handy for landings.

    The significance of the Desert Runways is obvious, though I would again caution about Desert Runway 36 being dangerous! The terrain feature I have arbitrarily dubbed RUD Ridge, (in homage to the terrain feature in Route Pack 6), makes northward landings at the Desert Site highly dangerous. Perhaps Squad will in some future version of KSP see fit to lower it somewhat, or even eliminate it entirely. The thing is, it's visually deceptive to an extreme; it looks like nothing until the last minute and then you're like, "OH Shhhhhhhiiii - BOOOOOMMM!"

    Thanks for the backstory on Negan's Place; I think it's nice to have little touches like that in mods - your own personal Easter Egg! As for Dessert 36, well this is why we still keep pilots in the cabin, to keep an eye on the things the machinery doesn't or cannot know about.

    Speaking of - they're Desert in the file, but that is the Dessert site according to KSP naming convention. A simple enough change for those that feel it necessary.

  8. 14 hours ago, Jacke said:

    Speaking of filtering....

    Is there any way in stock KSP to just show the Making History parts?  Or to just show the non-Expansion parts and not the Making History parts?

    Can these be done in Filter Extensions?  If not, could they be added?

    I can't think of a way, not in Stock. Rather than Filter Extensions, you might want to look at Janitor's Closet for that; you can select parts displayed on a per-mod basis, and save various selections for quick recall - for example, set a button so that only the original and Making History parts are shown.

     

  9. 33 minutes ago, ermankerman said:

    Hey, some of the parts arent loading. As in they arent there. At all. I have some cockpits and some engines, but thats it.

    *puts on scratched record*

    Did you install all the dependencies? Did you install them in the right place? Have you checked there's no conflict between this and another addon? Have you unlocked all the appropriate science nodes? Please provide a log.

    *removes record*

     

  10. 1 hour ago, MaverickSawyer said:

    I did. And I found out what I did wrong. Currently, the only way to enable that is during the time when you first set up the save. Otherwise, there isn't any way to allow it to work in the VAB, which I swear you used to be able to change that after initializing a save for the first time.

    Those settings are not only available at save creation, they're always available. To access myriad settings pages for mods, open the pause menu and select Settings, then click the button at the top marked Difficulty Level: {Easy/Normal/Moderate/Hard/Custom}. The button will forever say Custom after this, but you can personalise whatever the heck you want for all kinds of things.

  11. 4 hours ago, jcheil67 said:

    I apologize if this is not the right place to post suggestions, please advise if it is not.

    I would like to see the ability to have an alarm set when any craft enters a certain specific biome based on the different levels (i.e. flying low, high, space high, low, etc).

    Also an alarm when any craft changes into one of those "levels" (regardless of biome) from another level.

    So many time I might have a craft in a polar orbit waiting for a certain hard to reach biome to come into view. Would be nice to just let the game run and be notified when that happens insteda of sitting there time warping watching the biomes go by.

    Thanks!

     

    That would require a lot of weird calculation to predict positions on multiple orbits, and is likely to become very processing intensive.

    Another alternative is [x] Science, which can be set to stop timewarps when more science becomes available due to changes in biome, altitude, attitude, etc. It wouldn't solve everything you're asking but it would do a lot of it!

     

  12. 1 hour ago, Apaseall said:

    Hi, why not just include an empty file in the download?

      Hide contents

    File 'C:/KSP/KSP 1.4.5.2243 Live/KSP_x64_Data/../GameData/001_ToolbarControl/PluginData/Debug.cfg' does not exist

     

    Because when you update by merging directories, you'd lose your existing settings when they were overwritten with the new file. It's a fairly common industry standard to have settings files and the like created on run, and it doesn't cause any problems for the mods to check for a file and then create it if it doesn't exist.

  13. You might have better luck asking this in the mod's own thread:

    Searching for "delta" within that thread gives a post that includes a link to a calculator site, but it assumes you're already in orbit and only calculates the delta V for transfers, so not much help. Still, the users (and author) of the mod are more likely to have the knowledge you're seeking. 

    p.s. if you ever work out how to circularise before takeoff, apply for a patent. Most vehicles have great difficulty passing through all that rock... :sticktongue:

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