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KSP2 Release Notes
Everything posted by Manul
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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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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)- 672 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?- 349 replies
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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
It's the stock maneuver tool that tries to calculate transfers to the moons of Sarnus when nobody was asking for it. When it tries to calculate a transfer to Hale, it crashes. The maneuver tool is laggy as hell anyways so it is better to get rid of it using KSP Community Fixes. -
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[1.12.x] [Planet Pack] Minor Planets Expansion
Manul replied to Exo's Lab's topic in KSP1 Mod Releases
There are no atmospheres in this mod to have clouds or atmospheric scattering. Evro's "atmosphere" is effectively 500m thick with most of it's surface being above the "thick" part of it's atmosphere. The only thing that could benefit from scatterer is Evro's liquid oxygen. This requires some research how the oxygen lake should actually look and behave. There is not enough atmosphere to have weather, but there is an alternate source of waves such as magnetic fields (liquid oxygen is a paramagnetic)- 349 replies
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The K2 rescue mission works just fine with Parallax and terrain detail high. Other missions that spawn Kerbals and vehicles work fine too. Didn't test Operation Manley Freedom yet.
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Idea for a car/vehicle mod "Stock Alike Vehicles Mod"?
Manul replied to AciveriousTippoline's topic in KSP1 Mods Discussions
That's giving me SM AFV flashbacks -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Manul replied to Shadowmage's topic in KSP1 Mod Releases
I'm using it on 80% of my aircraft and I never had this issue. Always have to adjust suspension because it doesn't have the stock auto adjustment mode. And when used in combination with stock nose gear, the stock one needs some friction adjustments (to make it as slippery as the ALG) to prevent the tail from drifting. -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Manul replied to Angelo Kerman's topic in KSP1 Mod Releases
If you are that old, I would suggest using Total Commander, it allows to do all the copypaste thing by just hitting F5 how it was done in pre-windows era in Norton Commander. Selecting files and folders with RMB click is also more convenient than the windows rubber frame. And I'm using Total Commander on Android devices too because it's the only way to manage hundreds of files on the Android device without going nuts. -
How are you going to do it if (0, 0, 0) rotation gives you the same orientation as (180, 180, 180) ? And why do you need three arduinos, for multithreading? There is no need for multithreading. Using one microcontroller and one thread will allow to make adjustments to avoid problems with Euler angles describing the same orientation in multiple ways.
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Nope. Heading is relative to the planet's surface, pitch is relative to horizon: if your spacecraft is pointed at the north pole, it's 0 degree heading. If you pitch 180 degrees you will be facing the south pole and that's 180 degrees heading. If you are pointing towards the center of a planet' it's -90 degree pitch, pointing in the opposite direction is 90 degree pitch. Pitch is horizon-relative so it doesn't care if you are pointing forward or backwards, this is attitude. You can't have 3 axis of 360 degree rotation without 2 axis intersecting and representing the same orientation with 2 different sets of numbers. That is unacceptable for calculations and causes errors or gimbal locks. There are 2 ways to fix this: limit one axis to 180 degrees or use quaterions. This is why Unity uses quaterions, they don't have such a problem. Using prograde vector as a pitch reference doesn't make any sense unless you are in a perfectly circular orbit. Otherwise it might be confusing: the navball indicates 0 pitch (prograde-relative) but actually your pitch is -70 and you are on a collision course.
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IVA Searching Prop List in Unity
Manul replied to Tevir's topic in KSP1 General Mod Development Help and Support
PartTools list was not designed to deal with this amount of props so there are no search tools or any other means of navigation. Props are just placed there in their loading order based on the GameData folder structure. The only way to locate a certain prop is to look through the ASET folder structure and find the group of props it belongs: push buttons go after circuit breakers and before switches and so on.