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kurgut

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Everything posted by kurgut

  1. Very neat, thanks for your work in this mod All I need for my more relaxed stock kerbol-system career, Peace
  2. Hi ! Quick issue report with both stock patched fuel cells : fuel switching doesn't work in flight scene (editor yes), even with the suggested quicksave/load. Only the LF/Ox mix is working rn. I'll attach logs later if needed Peace
  3. You're absolutly right ! That's indeed a special scientific instrument designed to "lick" the crater surface in order to take a sample and analyse its taste, to see if it's edible or not... And thus see if it would fit well in Bob's latest cake recipe
  4. Today I sent a tiny cute rover to the Mun, to investigate some crater-like formations that Bob spotted when he landed there, few months ago. It's in fact made from an old car that Bill found in the "Kerbal General Junkyard", and strapped with a few antennas on it, as well as this nice scanner arm, repurposed from a filmmaker camera. Doesn't drive straight, but it works ! Upon examination, the crater appears to be much bigger than expected. And, some "green genetic ooze" traces are still present of its surface and suggest, after analysis, that instead of being a crater, it was in fact a "nest" that held some eggs of an unkown ancient "extra-kerbinal" specie. Quite strangly, certain parts of its DNA code are very similar to the Kerbal one... Further investigation required...
  5. It should, last KSP version on which I checked this mod was KSP 1.10.* and it working, so you should be good. Peace EDIT : tested it, it works no problem
  6. Hi, I don't know if this has been suggested before or not as a feature request, but do you think it would be possible to allow re-ordering of the mods button, in the stock toolbar ? (same feature as you have in the toolbar mod basically). Since your mod already interacts with the stock toolbar, I tought this hopefully might be possible ! Peace
  7. Hi, No the core aspects of this mod didn't change much, so you should be good : ) On what aspect would you need guidance ? Rockets, planes, editor analytics tools ? Anyway, for planes, here's a nice summary tips for planes design by NathanKell himself, very clear and concise : There's also this KSP forum post which takes on giving general design concepts for planes. It's meant for stock KSP aero model, but completly applicable to FAR designs as well. And it's an easy very well made picturesque read. And finally the FAR wiki, while old, most of it remains true and gives all the details you would need, especially with the editor analytic tools : Home · ferram4/Ferram-Aerospace-Research Wiki (github.com) Tell me if you need help on a specific subject, Cheers
  8. Hi, When in the flight scene, with the FAR flight data windows open, upon staging events and while in the atmosphere, all opened FAR windows simply close themselves, which is pretty annoying during launches, since I have to reopen FAR from the toolbar at each staging event... Is this a known issue ? Can attach logs if needed thanks for your help Peace
  9. Hi, I'd want to lower the resolution size of certain texture files, mainly clouds/aurora/detail/etc for EVE, from some mods. When oppening the .dds file in Gimp, it presents me this window upon loading in the texture file, what should I check ? Also, If someone could give me some hints on how to properly resize the said texure (can it be done simply with "scale and size of image" tool ?) And finally, I'd need some help on the propper export settings I have to apply, since I don't know anything exporting .dds files... Thanks a lot ! Peace
  10. Hi, I remember having this bug a while ago as well. Don't remember the issue solving tho. If you want to get better help from the community, you must attach your KSP.log Found in KerbalSpaceProgram/KSP.log Peace
  11. Hi ! @FreeThinker Would it be possible to consider making UI scaling available for the in-flight KSPIE info tabs ? they tend to take a lot of space, and could be downscaled for certain users, depending on their resolution. Imho in would be a nice QOL feature, screen can be quite clogued up, if you have MJ, ker, etc etc. Thanks in advance Thanks a lot for this work, and for sharing it! That's very useful, it should pe pinned somewhere in the first post of the thread maybe, so all users can enjoy it Peace
  12. Hi, Do you know by any chance if it's possible to entirely disable the stock alarm feature ? It's not a big concern at all of course, I was just wondering... Thanks !
  13. Thanks for your very detailled detailed reply ! Please excuse me ! I completly missed the second post of this thread where you indeed detail IO visuals as well as provding a gallery !! (could maybe use a link/spoiler tab in the first post to redirect people there and avoid them missing those handy infos, for people like me ) Ooh that's very, very neat indeed, what a work of love ! I'm definitely going to switch to it. So to make this work, is installing just the IO-EVE-Textures-WithOPMVO.zip and IO-Visuals.zip from the Github release enough on its own ? Since they seem to include everything needed ? I see that you even provide AVP textures, so might I get rid of the actual AVP in my install ? As you're right, I only use it for OPM visuals since I'm using Spectra for stock. Compatibility should be easy I guess, just removing all your stock related config files. On a side note, I discovered this interesting feature unknown to me in your Misc mod, which displays the celestial bodies SOI thanks to Kopernicus. Do you use that in gameplay, to get a sense of "where" is it, when planning with Principia maybe ? Peace
  14. Hi, Thanks for those insights and tips you gathered and neatly shared here ! That was very pleasent to read and go through. I apreciate seing the processes and toughts you went trough, and this is really what makes KSPIE unique in that sense, experimenting ! This is really a good guide someone should link to beginners, as the tought process is easy to follow, and there's plenty of good tips along the way I am myself quite experienced in KSPIE, not a pro, not a noob, but this mod needs this type of content shared for the community, please continue ! A quick note about TWR/transfer burns/vessels design : In general, you could go with a much, much lower Vacuum TWR, to improve your efficiency, and thus increase your available payload fraction on your spacecrafts. eg. 0.17 TWR for you Ion probe is huge! You could halve this, at least. Same on the Jool mothership, could be a 2 to 3 times lower. But I understand the blocking point for you here was those low twr interplanetary transfers, and maneuvers (insertions burns, etc), since they require long burn time, and are complicated, at first glance. Yes it's very ineffective, and if you lower your TWR even more as I advice you, It becomes impossible to eject in one pass... That's where the science of maneuver splitting comes and shine ! Basically, start ~20 days before your ejection burn. Plan it. An then subdivide into ~200 to ~300 m/s burn at periapsis, until you are close to eject (keep your final Ap bellow the Mun's SOI, or she's gonna mess with you), then for your last split burn, adjust its value, so actual ejection burn your planned comes back at the right place. Sorry this is a mess of an explanation. BUT, a very good KSP player made a super concise, clear and detailled guide on the subject, that I highly recommend you watching ! In my opinion, this is a fondamental technique to have in his pocket for KSPIE, as low twr/highly efficient are your bread and soup for quite some time, until more late game tech.. And once you start to understand, it becomes even fun to play with and plan ! May the Gods of ISP and Fission be with you Peace You actually lose a subtantial amount of Deltav and efficiency by doing this, ejecting from high orbit. Most efficient way is to burn as close as you can from the planet you eject from, so just above the atmosphere for Kerbin, to fully take advantage of the Oberth effect. And then split your burn into multiple passes of range going to 100 m/s to 300 m/s depending on your twr/isp/irl time ^^ Check just above where I linked a very clear and informative video about those precomputed Low-TWR interplanetary transfer burns cheers
  15. Hi, It seems like KSPIE module Interstellar Solar Generator isn't patched by your mod, thus not allowing its very handy Ec time warp feature working... Do you know how I could make a compatibility patch ? Thanks for your help Peace
  16. I deployed a relay satellite in polar orbit, with better antennas recently unlocked , and packaged with some mapping equipment !
  17. @Iodyne I wanted to say a big thank you for the work you did put in those principia configs, as well as those very nice packaged visuals configs, giving MPE and others some love ! Little questions : Why did you redo from scratch the OPM visuals, are the ones your provide much different from "stock" AVP ? same question for Extrasolar ! any enhancements/differences from his author's work ? Peace
  18. Hi, I leave this as a reference for people like me who wants to have Spectra running alongside the visual enhancements provided by AVP for OPM (Outer Planet Mods), because at a first glance, they're incompatible, but not anymore with those simple following steps ! - Install Spectra (preferably from CKAN) - Install AVP (manually) - In the Gamedata/AstronomersVisualPack folder, remove those folders : - AVP_Effects - AVP_LoadingScreens - AVP_Skybox - In the AVP_Scatterer/Planets folder, remove the folders : Duna, Jool, Kerbin, Laythe. - In the AVP_Configs/Stock folder, remove everything except the Textures.cfg And now enjoy your favorite visual mod, with sweet OPM visuals How Spectral, isn't it ? Peace
  19. Solution found ! - Install spectra, install AVP - in AVP delete everything non related to OPM, EXCEPT the textures.cfg found in AVP_Config/Stock, which handles also OPM textures, even if it's located in the stock folder..... - in AVP, delete scatterer folder related to stock bodies (kerbin/duna/etc) Enjoy ! Peace
  20. UPDATE : tried another simple thing (spoiler it didn't work) : - Keep AVP where it is in gamedata, and remove everything except OPM stuff inside it - result was that Scatterer was active and working for both stock and OPM, but no clouds, aurora, any EVE texture on neither stock or OPM planets.... I keep diggin'
  21. That indeed sounds absolutly full of prime logic sense I was apparently badly lacking at that moment Thank you
  22. SOLVED : check bottom of this post Hi all, I'd want to make the Spectra visual pack and the nice OPM visual component of AVP compatible together. So basicaly : Keep Spectra as it is, but add on top of it only the OPM visuals from AVP. This is of course exclusively for my personal usage, I do not intend of reditributing this. (But who knows maybe it could become a patch integrated with spectra one day, if it works, let's dream !) Before going any further, let me remind you the folder structure of both mods, to hopefully ease reasoning : - Spectra : - AVP : I'm used to MM and to modify, mod, and make patches for parts, but I'm new to the visuals stuff... So anyway, I tried few things : - Merged AVP-OPM into Spectra's folder, by keeping all Spectra files/structure the same, but incorporating AVP-OPM inside, in the revelant cfgs, copying over the avp textures, changing their name if spectra had the same already, and changing all cfgs to point at the right textures in the right folders... - Made a new mod in my gamedata, named OPMVisuals, and keeping inside only the OPM necessary components of AVP. In both cases, Spectra was still working on stock planets, but OPM had neither scatterer, or EVE clouds, well nothing ^^ I think the issue is that they both provide EVE configs and textures which don't load, or overwrite for some reason, for OPM, I don't know anyway ^^. But this is weird, since others planets packs mods ( like Quackpack, and other exoplanets mods) manage to add their own scatterer and EVE configs, while keeping Spectra untouched, so I still have hope ! Big thanks in advance for your help ! Peace Solution : - Install spectra, install AVP - in AVP delete everything non related to OPM, EXCEPT the textures.cfg found in AVP_Config/Stock, which handles also OPM textures, even if it's located in the stock folder..... - in AVP, delete scatterer folder related to stock bodies (kerbin/duna/etc) Enjoy ! Peace
  23. Finished this day by carefully designing a Dres Orbiter-lander, I'm happy with the result ! it's an evolution of the Duna spacecrafts I did earlier, but adapted to Dres of course ; ) And couldn't resist to a trip to the Kerbin Northern ice shelf...
  24. I planned and sent a Duna scouting mission probe with an orbiter-lander I just love desgning cool looking probes, I can't stop Then I flew a relaxing evening flight, to ferry a few tourists to the Island airfield and back, on the good old Cesnuk-1
  25. Thanks ! Yeah my intention is the same, only affecting launches indeed. Ok, so that would give : @atmosphereCurve { @key[1, ] *= 1 @key,1[1, ] *= .6 @key,2[1, ] *= .18 } Am I correct ?
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