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KSP2 Release Notes
Posts posted by Rakete
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Ist there a 2024-ish way, to make the opm-planets a bit more beautiful, that works with modern versions of scatterer etc.? The newest visual overhaul of opm is a few years old. Just askin'...
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17 hours ago, Poodmund said:
Go to this thread:
And search within the Original Post for the patch called: "Add Angled Docking Ability to Docking Ports." Copy that, change the value for the angle you want, and save the patch in your GameData folder.
Thanks, seems to be exactly what I was looking for. Will this still allow rotation of rotateable dockingports?
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A little question on stock and modded dockingports (esp. those without twisting)
Is it possible to make them snap into certain discrete angles not any strange random orientation from the whole continuum of numbers? Sometimes you want to dock a vessel in a certain orientation and are visually bothered by a docking orientation deviation of 0.512342 degree or less, which make larger vessel with big panels look aligned wrong... sometime i feel i wish the possible docking orientation were not a continuum but a set of discrete orientations (maybe in 1 degree steps)
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3 hours ago, HafCoJoe said:
Glad to hear!! That mod doesn't get nearly as much attention as Spectra
This just because spectra is that great. I have it for several years and still love it! Thx for making it.
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3 hours ago, modus said:
In short, and as far as I'm understanding it: MirageDev is making a (very promising) re-entry FX mod, which is in closed beta testing for the moment. However someone is constantly leaking it, which is a major dick move.
Also, people (especially on reddit) are behaving like a bunch of entitled babies about Blackracks volumetric mod (and are also leaking it), and are whining about it being on Patreon.Googled that mod... looks very good. Any way to be part of that closed beta for testing and bug reporting? (legally, not by leak). Found no forum thread on that.
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11 hours ago, R-T-B said:
FYI, my work has ceased on Kopernicus. It's not just lack of time, I just can't be bothered to work for such an ungrateful community that is constantly doing leaks of paid (and unpaid, private) users mods.
MirageDev's unpaid mod has been the subject of a leak campaign by someone. Until such time as that stops, Kopernicus development from me has stopped as well. Same with blackrack's work. I don't want to see a single pirate copy in the KSP-sphere, guys.
This has actually been in effect for a few months, nearly since last release. Consider that the last release until "no pirate builds on KSP discords and sites" is realized. This is very much a subjective thing from my perspective, but I'll be watching.
To all legitimately appreciative and non-pirate users who had open requests, I'm sorry, but what you see is what you get until this stops. It doesn't help things that I've been very busy lately, but at least, take solace in the fact the latest build mostly does everything most people could need.
This is fully understandable. Sad, that this is the way things go. I can't understand, why people need to leak stuff, that costs almost nothing compared to so many other things in life.
As for me myself, I am very thankful for all the work you and all the other modders put into all this KSP 1 has become. I just want to say thank you and hope for a continue on Kopernicus, if things get sorted.
[As for my reported bug report: You may want to download the files for maybe having a look at it later on because they are only available till tomorrow about this time, because it's a filehoster free of charge.]
For my curiosity: What has exactly happened? What was stolen/pirated? Why should someone do that, given the fact, the affected mods surely won't a super duper premium price tag ? Things that cost less than a tasty steak shouldn't be an issue for the average adult KSP auditorium, I would guess.
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I guess this is a dynamic battery storage issue @Nertea
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Kopernicus throws Logspams in my install with the latest version ... The log is constantly flooded with this message:
here the logs and the craft file: https://www.filemail.com/d/blwoqctueuuqfbx ( @R-T-B: Available for 7 days, because of free file hoster.)
The texted vehicle is a testcraft using solar panels from Planetside, Near Future, SpikeX. The Capsule is from TheMarsian4Ksp...
Tested Location KSP-Launchpad and LKO.
Installed Planetmods: REX and OPM. Error do not occur with my previous Kopernicus Version (150)
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The parts look nice. Where is a download link?
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Bug report
The huge antimatterdrive frisbee has once staged and used once still waterfall effects even if throttled to zero. Just for completeness. Issue was also present in fft 1.2.
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Alright, it was just a proposal.
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5 hours ago, Nertea said:
No, I'm not aware of anything like that. The NSWRs don't have weird crash tolerance, it is similar to a lot of other parts.
Next update I'm making some changes to how Antimatter is managed. I will no longer use the CRP definition. It's strongly configured for managing antimatter in the ng realm, which is trading ease of use for minuscule quantities for significant detriments of use in anything larger.
- Antimatter unit density will go up by about 10,000x, putting it in the same ballpark as LH2 (0.0007 t/unit) at 0.00001 t/unit
- Antimatter consumption rates for the Casaba and Dirac engines will go up by about 1000x (the difference between 50 ng and 50 ug in gameplay terms is irrelevant) in order to keep some semblance of UI-friendly numbers
- The storage ring fuel mass capacity will be adjusted upward by about 1000x to match, so the number of storage rings for the low tech engines will be unchanged
- Performance for the Casaba/Dirac will not change
- Cost will be revised, generally.
- The storage capacity of the larger antimatter tanks will be completely redone
I haven't decided whether this is a new resource or the old resource, patched. This will probably soft-break all antimatter using ships, so this is a warning post. The final numbers I have not agreed on, still playtesting what feels good, but this is the direction.
Good to know.
Than also all antimatter using patches will have to be revised too, like this one I made for the blueshift mod to enable the nova facility to create Blueshift's exotic material out of FFT - antimatter:
Spoiler// Optional Patch by KSP-Forum user Rakete
@PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies]
{MODULE
{
name = ModuleResourceConverter
// must be unique
moduleID = GraviConversion
// ModuleSystemHeat moduleID to link to
systemHeatModuleID = isru
// The shutdown temperature of the part
shutdownTemperature = 1300// The temperature the system contributes to loops
systemOutletTemperature = 500// Map loop temperature to system efficiency (0-1.0)
systemEfficiency
{
key = 0 0.0
key = 500 1.0
key = 700 0.0
}
// Heat generation (kW)
systemPower = 9500
ConverterName = Graviolium Conversion
StartActionName = Start Factory [Graviolium Conversion]
StopActionName = Stop Factory [Graviolium Conversion]
ToggleActionName = Toggle Factory [Graviolium Conversion]
AutoShutdown = trueGeneratesHeat = false
DefaultShutoffTemp = .8
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1
INPUT_RESOURCE
{
ResourceName = Antimatter
Ratio = 0.125
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{ResourceName = ElectricCharge
Ratio = 10000
}
OUTPUT_RESOURCE
{
ResourceName = Graviolium
Ratio = 0.25
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
}Maybe you may want to offer this patch as an optional extra, ... but it will need recalibration due to your incoming changes to antimatter usage.
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Is it possible to get waterfall configs for the RCS modules of the MK4 pack to bring them inline with other parts e.g. from SSPXr ? Right now, they do the old particle stuff and not the beauty of waterfall.
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Does one still have to have Extraplanetary Launchoads installed in order to use the new sandcaster things?
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Hi there,
I got a bug report for you.
Dynamic Battery Storage calculates energy flow from NF Solarpanels wrong:
see here:
The energy flow in the game is calculated correctly (the engines are sufficiently supplied and don't stutter), but the DBS display is way off reality... The panels here correctly deliver 72 EC/s into KSPs ressource system. DBS only shows 1.00 EC/s, which is wrong. Fortunately the vessel works correctly. Maybe you want to fix the issue in DBS or NF Solar, if you like to ;-) (Newest DBS version)
Also: DBS calculates 1 EC/s also even if those OKEB solar panels are retracted.
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@Nertea: What has to be changed in which config in order to make the fishtank experiment resetable by a scientist? I somehow didn't find it myself.
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22 hours ago, Mr. Kerbin said:
https://github.com/Angel-125/Sandcastle
Nope, it seems the source code has all this added. However, it is not in full release. I can finally make my Minmus base! (maybe also a hotel and casino if you know what I mean..)
No, this is actually in release. A pre-release mind you, but still a release!
Any how-to or short video somewhere available how this works? I am currently about to return to ksp.... (as soon as RL lets me :-) )
And... I know about the Minmus casino by matt lowne.
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I lost a little bit of track... eehh... is this instantprinting of vessels and parts already live or is at a dev diary content preview?
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Some of the roads are floating over the ground in vanilla KSP.
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Can you tell which folder contains the config for the KSC and which are for the TSC?
Just thinking about switching to Van's KSC Mod but still keeping the TSC from this mod.
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Good to see you back, @Nertea.
Maybe you want to have a look at this issue: https://forum.kerbalspaceprogram.com/topic/155465-112x-near-future-technologies-september-6/page/171/#comment-4025175
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Yeah, didn't much time to play ksp since then... so hadn't have time to test out the versions between 150 and 206... Have been away from ksp for a while due to other games and RL.
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Hi there.
I noticed something odd. Since I upgraded from Kopernicus 150 to the most recent version I noticed that all AG-assigned Solarpanels were removed from the respective action groups.
I reinstalled Kopernicus 150 and they were back again upon loading craft files. Something along the way to version 206 must have broken the AG-assignments.
Greetings
12 hours ago, R-T-B said:mods you find where panels
Here some that contain solar panels aside from the well known NearFuture-Suite:
-SpikeX
-Planetside
Don't know if they work in the latest Kopernicus iteration
[Min KSP 1.12.2] Blueshift: Kerbal FTL
in KSP1 Mod Releases
Posted
Picture of a kerbalized version of the Phoenix? I didn't manage to build one, that looks nice.