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Caerfinon

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Everything posted by Caerfinon

  1. Patience young Jedi. Likely Thursday before everything is stable enough to release into the wild.
  2. Side Projects: JNSQ-KSRGAP Houston, we have liftoff. @Beetlecat @theonegalen @Coyote21 Time for a little play-testing.
  3. It would depend on the license of the mod. If it open source as long as you abide by the license conditions it's OK usually with a credit of the original work. Terms vary with each mod. If it's "All Rights Reserved, then you need permission.
  4. If KSP2 is able to provide the play-style I enjoy then I will play it. Otherwise I'll stick with KSP1.
  5. Side Projects: JNSQ-KSRGAP C. Yeager Airport mapped out and flights tested CMcAuliffe Airport mapped out and flights tested Darude Airport mapped out and flights tested Data collection for all sites with runways complete. Now to code the data into the flight contracts.
  6. Side Projects: JNSQ-KSRGAP AirBase S37A mapped out and flights tested AirBase S72A mapped out and flights tested 3 bases left to map Should be ready to test contracts end of the week.
  7. Val is running test flights at JNSQ AirBase S72A for the new guidance systems Bill is having that flying dream... again.
  8. @Beetlecat @adriangm44 Could use something like this to select all cockpits and cabins; @PART[*Cabin*|*Cockpit*] Not sure how to ignore those items that already have the experiment though,
  9. I modified a few parts to do the job with this patch. The example is a single cockpit from Airplane Plus; @PART[oh6cockpit]:Needs[AirplanePlus] { MODULE,0 { name = ModuleScienceExperiment experimentID = sspxVisualObservation experimentActionName = #LOC_SSPX_Science_VisualScan_Action_Name resetActionName = #LOC_SSPX_Science_VisualScan_Action_Reset reviewActionName = #LOC_SSPX_Science_VisualScan_Action_Review useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True usageReqMaskInternal = 5 usageReqMaskExternal = -1 xmitDataScalar = 1.0 } }
  10. I've been playing for years and I'm still a noob. You are very welcome here and your English is much better than my Bulgarian. Fly safe.
  11. "Since 1.2 a single flag planting grants the additional XP to all landed (or splashed down) Kerbals within physics range (crafts also loaded), avoiding the need for repetitive flag planting 'parties'. " See: https://wiki.kerbalspaceprogram.com/wiki/Extend-o-matic_Series_A1_Deployable_Flag
  12. It's pretty darn good! The only other useful projection I could find is one from the ScanSat mod that allows you to use a Kavrayskiy VII projection of Kerbin.
  13. @stk2008 as long as Kerbin is not changed, then KSR should work fine with OPM.
  14. This particular case happened in one of my career games. If you recently had a mod that added new occupations (Civilian Populations, USI Kolonization, etc.) and then removed that mod, any kerbals with those traits would remain in your roster, but since the definition of those traits no longer exists, the Astronaut Complex fails on trying to build a list of kerbals, some of whom, have occupations that do not exist anymore. The only fix for this is to edit the roster section of your game's persistent.sfs file and either delete the kerbals with the "removed" occupations, or change their occupation to one that still exists.
  15. You can place the different pieces of a site together in any arrangement you choose. Some mods yous a "standard" layout of airports of launch sites to provide an easy method to place them around the world. There is no built in requirement to do so. Each and every KK site can be completely unique if you choose to do it that way. To begin a new KK site you need to travel to the location where you want to build it. Once there use CTL-K to open the KK editor. You will want to create a group that will hold all of the objects you want to place in the site and you may want to create a MapDecal if you want to change the terrain around your new site. Once these you can begin adding new instances from the list of what you have installed. Theses will include launchpads and buildings. You can use the stock KSC items, or you can use new structures from the various KK mods you have installed. When you save you new base all related files will be in the GameData\KerbalKonstructs\NewInstances folder. You can leave it there, but best practice is to move it to it's own folder somewhere in GameData to keep things better organized. Having 2 or more base configs in the same location can become confusing for later modiifcations. You should read the Wiki =- https://github.com/GER-Space/Kerbal-Konstructs/wiki (especially about MapDecals). You should also take time to review the config files of some bases that are already set up so you can get an idea of how they relate to each other to better help you design your own base. These mods add modular parts that can be used in base construction in the KK editor;
  16. That there is a comet Jeb. It's like an asteroid only different. See: https://wiki.kerbalspaceprogram.com/wiki/Comet
  17. So... we can expect a nautical version of a Pod Racer on KerbalX?
  18. Side Projects: JNSQ-KSRGAP AirBase S28A mapped out and flights tested 5 bases left to map
  19. They need a little bit of a touch up here and there... a little paint and some new curtains, but the can be salvaged.
  20. I may have to start writing GOP contract packs... Give Oceans a Purpose!
  21. Current Status Issue 44 - add support for Strategia's Pilot Focus Modified Tourism's patch and created Pre-release for anyone who wants to test -> https://github.com/caerfinon/KerbinSideRemasteredGAP/releases/tag/v2.0.8-RC1 Will be in the next full release.
  22. The Island Airport is not a KK site. You could add a KK universal spawn point at the location on the runway and it would then become a launch point. I recently released a pack for Airstrips because I like to do ground missions around Kerbin and I wanted landing zones for my planes. You could edit them into launch sites if you liked; available on Spacedock https://spacedock.info/mod/2685/Kerbin Side Remastered Gap Extras and CKAN There is an older mod from around 3 years ago. It has a GitHub link to it's files There is also the relatively new mod on Spacedock https://spacedock.info/mod/2687/Kerbin Expansion Pack which adds some larger bases.
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