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kurgut

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Everything posted by kurgut

  1. Found it finally ! It's Pay to play, with integration with KCT : https://forum.kerbalspaceprogram.com/index.php?/topic/193467-18x-19x-110x-111x-paytoplay-maintenance-costs-money/ Found it finally ! It's Pay to play, with integration with KCT :
  2. Hi, I'm pretty sure I recently a kinda new -ish mod, IIRC, that was about engine limited ignitions... This wasn't of course engine ignitor, nor kerbalism or real fuels... From what I remember it was compatible for 1.9... Any one got an idea ? Thanks a lot !
  3. Hi @MOARdV , I'm playing in JNSQ planet pack, and I tried to do a small patch similar to the one for GPP provided by MAS to apply to correct map of the home planet (in JNSQ it's still Kerbin, but the actual terrain/map is changed) to the MAS monitors. I tried to follow striclty the "template" from your GPP patch, made the map with the same file extension, size, and depth resolution as GPP and stock kerbin_map_sat but it doesn't work,as you can see below (IVA is from ulitmate shuttle IVA mod) : So here's the patch : @PROP[MAS_ASET_IMP]:NEEDS[JNSQ] { @MODEL { @texture = IMP_diffuse,ASET/ASET_Props/Instruments/ASET_IMP/IMP_diffuse @texture = map_Kerbin_sat,MOARdV/Patches/JNSQ/map_JNSQ_sat } } I must be missing something ! I could really appreciate your help, and in the end I first intented to propose you to include it in MAS release so users can enjoy it too. (but I'm dumb at github) So below you can find a link with the JNSQ folder I made, with the .cfg and the .png inside so you can poke around to see what I did wrong, and maybe add it to MAS ? https://drive.google.com/file/d/1wO_Q-qMJcCNcK1j5Mw9hMpuJb6U5Y4Zs/view?usp=sharing That would be awesome ! Thanks again for all your work ! Kurg
  4. Hi, I would like to reduce a bit the ship effect that sounds like the hull and the fuselage/structure is crackling. I find it happen a bit too much to my liking, also I would to lower the sound volume a bit. I'm not sure, but I think it happens when applying high g forces to the vessel. I looked through the config but I'm not confident in which settings to change.. Thank you !
  5. Hi, Is there a way to find a specific biome location on a planet ? Like I have done the biome scan, but there's a ton a little biomes which are hard to distinct from each other, and I would like to find xbiome. Can I filter the biome map in some way to find it? Thanks ! Edit and workaround: I found that by right clicking on the large map and thus bringing the zoomed map of the region you clicked at, scansat is telling you which biomes are present in the current view. And as the zoom map is x10 by default, few clicks are enough to scout the map and the desired biome.
  6. thanks, yeah I tried : dataProcessingMultiplier 0.1 and research time to 10, and a material study from kerbin would take 2000 years to research, just hoave to fiddle with those value indeed to match what I want.
  7. Hi, I know that question about planet pack are ignored, but I'm asking to the community. I installed extrasolar and real exoplanets along JNSQ. Everything's fine except the stars system I added don't have sunflare rendered. I use scatterer for sunflare. The JNSQ main "Sun" sunflare is working tho. This problem happened with extrasolar alone too... Does somebody have an experience with this situation ? Thanks ! Edit : Nvm last scatterer update fixed it for me.
  8. Hi, I would like to make a MMpacth so that all parts that have a SASservicemodule would be at max level. I've come with this : @PART[*]:HAS[@MODULE[ModuleSAS]]:FINAL { @MODULE[ModuleSAS] { @SASServiceLevel = 3 } } But of course, it doesn't work... Any hints ? Thanks in advance!
  9. @Barar thanks ! I'll do some testing and report ! Edit : It works ! I tried different values, research time is both dependent of researchtime and dataProcessingMultiplier. Just mess with those to match what you want to achieve.
  10. Alternatively, you can use the mod ship manifest, which allows you to directly rename Kerbals ingame via an UI in the Space Center Scene, if you wan't to avoid savefile editing... as you can see here : mod (check version, but works on 1.8.1, also on CKAN).
  11. Hi, I'd like to edit the science lab (thus ModuleScienceConverter in some kinda a final patch to catch possible mods) in a .cfg to make it less OP. Few questions regarding ModuleScienceConverter : - " dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate " -> If I tweak this down, say to 0.1 will this make research slower ? - " scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x " -> can I totally disable this feature ? And if yes, how... - " researchTime = 7 //Larger = slower. Exponential! " -> Is there an upper limit for this value ? Can I go above 10 for instance ? Thanks a lot !
  12. Hi, I'd like to edit the science lab in a .cfg to make it less OP. Few questions regarding ModuleScienceConverter : - " dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate " -> If I tweak this down, say to 0.1 will this make research slower ? - " scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x " -> can I totally disable this feature ? And if yes, how... - " researchTime = 7 //Larger = slower. Exponential! " -> Is there an upper limit for this value ? Can I go above 10 for instance ? Thanks a lot !
  13. Hi, The mod description says it supports procedural parts, however I can't seem to be able to tweak PP parts, am I missing something ? Thanks !
  14. As the title say, what value should I put to biomask so that an experiment wouldn't be biome dependent at all ? 1 doesn't seem to work...
  15. @Caerfinon Thanks, that did the trick ! I should've look through this thread first..
  16. Hi, I'd want to add science container to all command part, with the ability to have a button in the part GUI like "transfer data here", which would move all the science to this part. So far, I've done this : @PART[*]:HAS[MODULE[ModuleCommand],![ModuleScienceContainer]]:FINAL { MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 2 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } } But I don't have the ability to transfer the data without eva'ing... Thanks
  17. To the images themselves, really useful to build replicas (especially planes with RO/FAR). (I used external app to do so before). And pretty sure other people could enjoy this feature as well.
  18. Hi @MOARdV, is there a way that RPM could use and access the MAS camera modules so that they can be used in IVA (the JSIcam doesn't seem to work in 1.8.1), and yes, I play mostly play with rpm designed ivas (alcor, de iva extension, etc), so the question comes from here... thanks!
  19. Hi @linuxgurugamer, I have enabled flat rate model and cranked it up to 100%, however, the funds given keep being determined by distance.. I'm running 1.8.1 with last release (tho, it was happening to me in 1.7.3 too). The workaround I found is disabling flate rate model, then re enabling in the settings menu, each time I launch a vessel. Is this known around? thanks! edit: added pics
  20. I've done a mission using a low energy transfer to the Moon with a ballisitc capture (free Δv)! it uses this kind of trajectory : ejects further out, passed the Moon orbit, and take advantage of the Sun-Earth Lagrange1 point, then come back at a low relative speed to the Moon to have a free capture. Lift off! Atlas V LV: and Centaur stage finishing the job: after reaching orbit, I plan my ejection burn: this trajectory uses 2 moons flybys on the way back, mostly because I screwed up my launch window a bit (seen in Earth-Sun rotating frame) below, the same trajectory, seen in Moon-centered Earth-Aligned referential. so we can see it captures for free! time to eject : Trajectory after the burn, almost good, couples adjustements, and we can now just wait! And ~133 days later, the spacecraft is gently captured, it can now be used by its operator in whatever orbit he wants! Trajectory history : You could even push this further, and use the Moon when ejecting to save 70/100 m/s Δv.. but timing starts getting complicated! Really complete/detailled paper about low energy transfers/ballistic captures to the Moon : https://descanso.jpl.nasa.gov/monograph/series12/LunarTraj--Overall.pdf
  21. I've done some tutorial video to how to reach L4 and L5 points in the Kerbin-Mun system for the Principia mod hope my english isn't too terrible..
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