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Laythe Air Force test pilot
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It should have worked out of the box... or maybe it doesn't work at all in that release, I didn't use Vulkan's MFDs too much, just used them as inspiration for my own (with some pages named "Debug" and "Test" it's not ready for release yet). I'll take a closer look at this problem.
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It's not some magic, just a huuuuge texture and some math from @vulcans to shift the texture according to coordinates. Should work with the original MAS dll as well because UVshift is a basic MAS function. I reused this conversion formula in my own MFD with my own maps and it works somehow (the error is huge at polar areas but at the equator the map is pretty accurate).
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How is anyone supposed to help you if you do not provide any information? And KSR works just fine for everyone else.
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
This is heresy (it doesn't allow you to strap Jeb to a trashbin full of boom on the first launch) -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
What's the problem with this, the mod is fully complete, no unfinished stuff or missing features. -
Emulating keyboard inputs is not the KSP thing, it's the Windows thing.
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Manul started following How do I go about texturing a stock-alike model? and Questions on Modifying IVAs
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I didn't find anything in the KSP API documentation about action sets and how to get or set the active action set, as if they never existed.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.9.0.0 [2025-01-22]
Manul replied to DocNappers's topic in KSP1 Mod Releases
I'm trying. That's not as easy as I thought it would be, and I'm not sure if it is possible without major changes to BDArmory code ( this is what Vulcan did for his awesome IVAs but I don't want to go this way)- 671 replies
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
Stockalike Mining Extension already has this. And there is a dusty RCS too. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
Use a nuclear reactor as a source of heat or drop the solar shield it into the sun Realistically this design would never work: if you start pumping cryogenic propellant through a shield at any reasonable distance from the sun, you will get a very cold shield and an ISP of a boiling teakettle rather than heat the propellant to above 2000K that is required for a nozzle to work with a reasonable ISP. If it doesn't work in game, that's a good thing. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Manul replied to JadeOfMaar's topic in KSP1 Mod Development
I see some general misunderstanding how a heat engine works. Heat engine uses some source of heat (nuclear|chemical) to heat the working fluid (it can be fluid or gas), the working fluid expands and does some work: pushes the piston, spins the turbine, pushes aircraft or spacecraft forward. If it is a closed cycle engine, the working fluid needs to be cooled to repeat the cycle. The efficiency of a thermal engine depends on a temperature difference between the cold and hot states of the working fluid (aka between the heater and the cooler) so the cooler the better. Open cycle engines like internal combustion piston engines, jet or rocket engines do not need a cooler because they dump heat into the exhaust and use the brand new cool working fluid from the atmosphere or a storage tank so they don't need a cooler (from a Brayton cycle point of view). Actually they can use some precooler to prevent the air from getting too hot from the compression before it even gets to the combustion chamber (turbocharged car engines and SABRE), and the engine components can require some cooling, but the nuclear thermal rocket is cooled by it's cryogenic propellant so it's not the case. Basically you need 2 or 3 components to run the heat engine: a source of heat, a cooler (isn't required if the waste heat is dumped with an exhaust) and the engine itself. Solar furnace or a nuclear reactor is a source of heat but it's not a thermal engine, and it requires another components to convert heat into something useful. It might be a thermal nozzle or a turbine attached to an electrical generator. In case of a turbine you need a lot of cooling capacity to condense and cool the working fluid so it can cool the reactor and spin the turbine once again. -
You can use stock textures. Load a stock texture into blender, go through a masochistic process of dragging vertexes one by one to make the UV map of your model match the existing texture. After this you need to define a path to the stock texture in a part cfg so you don't need to make copies of stock textures (that is a license violation) MODEL { model = AirplanePlus/Parts/Aero/stubbytinynose/model texture = placeholder , Squad/Parts/Aero/cones/Cones } Name of a texture in your model you want to replace with a stock one. Path to the stock texture
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Manul replied to Poodmund's topic in KSP1 Mod Releases
I have a gtx 1050, still having frames per second, not seconds per frame. 64 gigabytes of RAM save the day because when Parallax runs out of VRAM, it starts chewing on RAM and it runs out pretty fast when there is 32 Gb or less and hundreds of mods. And I'm using volumetric clouds as well It doesn't look as good as it should be but at least it works. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Manul replied to Poodmund's topic in KSP1 Mod Releases
I'll just leave it here -
[1.12.x] [Planet Pack] Minor Planets Expansion
Manul replied to Exo's Lab's topic in KSP1 Mod Releases
Did you see this?- 323 replies
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- totm dec 2021
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