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Everything posted by 610yesnolovely
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Mod with MFD's for IVA cockpits
610yesnolovely replied to mistergoblin's topic in KSP1 Mods Discussions
You might want to try these two mods additionally, which add quite complex IVAs for stock (first one) and Making History DLC (second one): Note that these both have dependencies on other mods, like RPM, so I recommend using CKAN to install the first one. The second one is a manual install but depends on the same things I think from memory. Also note that MAS is the successor to RPM, you can install both and get some improvements (which is what I do). -
I'm playing at 4K resolution, this is my first time as a KCT user, the UI/fonts are small and don't seem to follow the UI scale settings (except for the button in VAB). Search in forum and github suggests there's nothing to help here. My thought of a work around is to use AnyRes to switch scales. No idea how hard it would be to implement, but it's already a request: Feature Request: UI Scaling · Issue #19 · linuxgurugamer/KCT · GitHub I know @linuxgurugameris super super busy saving almost all the mods from bit rot... but perhaps... one day... when he's not busy... (that's not a thing). Perhaps I should get a devenv set up and actually help and make a pull request...
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So I tried out the latest from git (09b608ad8), but looks like some UI files are missing, they seem to be refered to in the tech tree, but deleted around the 0.6.0 release. Eg. [ERR 14:11:52.422] Couldn't find loaded texture at path: SkyhawkScienceSystem/UI/spaceplanes/sss_icon_advancedRamjets, which is referred to on line 85 of SkyhawkScienceSystem.cfg - there were a few (in spoiler), and that cascade of errors meant the tech tree couldn't be installed - I only had a Start node! I've not got a huge number of other mods installed, CTT, CRP seem to be the important required mods, but I doubt that's the issue. Perhaps you have those on disk, but they're not added to git, but ignored in gitignore? Or I shouldn't be so brave as to try git at latest revision!
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- probes first
- skyhawk
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Love this mod for early game planes. If anyone is using Contrack Pack: Giving Aircraft a Purpose (GAP) with this, I made an MM patch which allows the Mk1 Open Cockpit to be usable for the first Glider contract (as well as the external seat). Makes it a little easier to build a plane (plus I use USI Sounding Rockets, somebody mentioned the SRBs in that auto-detach, so they make great JATO boosters under the wings). One of my first MM patches, took a little reading of manuals and looking at similar to make the right edits. @NESD, or anyone, use as you wish, no copyright, no warranty, Kerbals may die, etc. // Allow GAP glider contract to use OpenCockpit @CONTRACT_TYPE[Wright-Glider]:NEEDS[OpenCockpit]:AFTER[OpenCockpit] { !REQUIREMENT:HAS[#name[PartUnlocked],#part[seatExternalCmd]] {} REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartUnlocked type = PartUnlocked part = seatExternalCmd } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = nesdmk1opencockpit } } @PARAMETER:HAS[#name[VesselParameterGroup]] { !PARAMETER:HAS[#part[seatExternalCmd]] {} PARAMETER { name = Any type = Any title = have a command seat or open cockpit disableOnStateChange = false hideChildren = true PARAMETER { name = PartValidation type = PartValidation part = seatExternalCmd disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = PartValidation type = PartValidation part = nesdmk1opencockpit disableOnStateChange = false hideChildren = true hidden = true } } } }
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Tech Level Unlock Nodes Total 1 1 6 6 2 5 14 70 3 12 15 180 4 35 16 560 That did catch me for a while until I remembered how many more nodes there are per tech level compared to normal. A table like this would show how the total cost per tech level goes up quite significantly. Probably better to do it this way that trying to tweak science defs and mods? Science is hard to balance given all the science mods that could be added, the difficulty settings, planet mods, science tweaks, etc. Perhaps you have made one already in a spreadsheet, don't want to add any work, building a tech tree is a huge task.
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Love the tech tree! Particularly the idea that similar technology are all easy to find, and and grouped like that. With some tech trees, I spend a while trying to work out where the science or thing X might be (using the handy search bar), this is a lot easier to work out. I'm may well install this on a new set of mods I'm slowly building, it's not a career play yet. I'm trying out various things to see how they all fit together.
- 120 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
610yesnolovely replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Daishihas recently posted and he's the animation, model and texture artist (according to the first page), so his license/copyright would require his input/help/blessing (however that works). @DMagicis around-ish I think, though the rest of the mod is MIT licensed. I'd hope something could happen to make an official 1.12.2 release at least, US2 is a great mod (esp. if you combine it with DMagic Orbital Science). Hope somehow we can keep it going.- 1,553 replies
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- kis
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Cool, something to make ISV look legit. Also looks like it might make for a great bouncy castle at Jeb's birthday party! Bonus.
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- meteor
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[WIP] Nert's Dev Thread - Current: various updates
610yesnolovely replied to Nertea's topic in KSP1 Mod Development
I only just found out there was an NFE 2.0 in development - so I had a scroll back. I think the reason for lack of comments is 3) Nertea is working on something, it'll be good then. So yeah, it looks fantastic. I appreciate the white box and early dev shots too - helps understand how you develop the art too. Unusual to find somebody who is a great modeller/artist and great programmer. I'm more of the latter. -
Thanks for explaining the disappearing sound - I think it's actually a general game issue. I may have imagined it, but I'm sure I read about it on another mod or perhaps it's related to this fix in 1.12.2: * Fix the ship engine volume setting not being applied in flight. Love using this mod, as I play a lot in IVAs(planes and rockets) - even when not, it's so much cooler sounding. Definitely update to 1.12.2 - given that 1.12.x will be the last release, then you can retire to the beach in the Kahamas :-)
- 772 replies
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- sound replacement
- plugin
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[1.12.2] Fix Stock Docking Nodes (7th August 2021)
610yesnolovely replied to JPLRepo's topic in KSP1 Mod Releases
AFAIK (ie. I could be wrong): I believe that the issue is that rotating docking ports, before this fix, always cause the attached craft to be continually updated (position and rotation) - unfortunately due to the way numbers and physics work, this would accumulate very very small changes that over time (probably magnified further away from the docking port or root part). This might mean your craft may behave strangely or explode (you know the usual Kraken things). You might not notice anything, unless you add mods or code to show these tiny errors, or your craft suddenly goes nuts. The fix disables this update if you enable the lock on the port - it becomes a static part, as it was before docking ports could rotate. Result is your craft will be less like to explode (sans usual Krakens and forgetting to add moar struts). Note that there's a similar Toggle Locked on Breaking Ground parts for pretty much the same reason. -
For clarification, is this the solution to rocket sounds disappearing? I've had this once out of ten or so games running RSE on 1.12.1 (with lots of other mods including Waterfall).
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- sound replacement
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Played early career to Mun/Minmus with thison 1.11.2 with lots of mods - all good. Just started early career on 1.12.2 and no issues. Definitely worth having Airplane Plus (Firespitter Core), Open Cockpits, USI Sounding Rockets, and a bunch of Contract Configurator contract packs to start off.
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"Kcalbeloh System" - what a strange Kerbal name, possibly Krussian? Wait a minute... ah I see what you did there. Time might be strange near a blacK hole and go backwards.
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- totm april 2023
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
610yesnolovely replied to Angelo Kerman's topic in KSP1 Mod Releases
This was true for me until recently: I returned a probe which landed in the sea, it slowly sank under the surface (and I couldn't recover it). I did however manage to recover it from the sea bed when it finally came to rest, and I think I got a science bonus for that :-D -
[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
610yesnolovely replied to Alphathon's topic in KSP1 Mod Development
Real life is important, but glad to hear about progress. UI scaling is handy for us 4K monitor users (leans in and squints at several mods UI that don't support scaling).- 82 replies
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Vexarp IVA [ RPM/MAS IVAs for NFSpacecraft ] ( 0.6.1 )
610yesnolovely replied to Vexmae's topic in KSP1 Mod Releases
It's true - there's also an actual IVA for the Mk3 shuttle that uses both, that last time I checked, works on 1.11.2 (Mr Glass variant). The MAS MFDs are the best, I noticed people like @vulkanshave (in his Youtube vidoes) have modified some other IVAs to use MAS, either partially or fully. I'm sure @MOARdVis tired of converting props (I've read some of the cfg files on GitHub), but there's some optional scripts that convert RPM IVAs to use MAS (not 100% yet) - they're not on by default. I've also found you can with some success, even mix say DE_IVA with ASET IVA and with some cfg files have both (as seperate clones). Personally I find it fun to try to do some flights with as much IVA as possible. So much more nerve wracking. Pass the snacks Jeb!- 84 replies
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- spacecraft
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Vexarp IVA [ RPM/MAS IVAs for NFSpacecraft ] ( 0.6.1 )
610yesnolovely replied to Vexmae's topic in KSP1 Mod Releases
I love IVAs, and definitely need more to use MAS (the MFDs in MAS are very cool indeed) - these look particularly excellent indeed. Congratulations - I will definitely be downloading and using these.- 84 replies
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- spacecraft
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That's quite a bug! These past ten years we didn't actually need to build any rockets.
- 321 replies
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- grand discussion thread
- on final approach
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This looks like fun - I've never tried underwater exploration - although recently I had a very small science cube sat land at sea - it sank to 512m deep before I could succesfully recover it and I got awarded a "500m Underwater Reached" award or something similar. Unintended bonus! Took me a little research to work out that the submarine pictured in the original post is the "Otter Submersible", which is now in a combination USI Exploration pack: Noticed this isn't in the list of recommended mods though - might want to add that too! Thought: one of the contracts has to be "Find the Sea Kraken" - supposedly there's a location 1300m deep - I'd imagine it'd live there, in a large sea shell.
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Also helpful as I just started looking at Wind Tunnel on a basic jet aircraft I built to see if I could improve some characteristics. There's a lot of information going on here, if anyone ever collected all the diagrams and text from the forum and made a Wiki page ... that would be great. Until then, I'll scratch my head, fiddle with some buttons, fly and crash and do it the Kerbal way. (I have no idea what I'm doing, lets eat more snacks and may be then it'll make more sense). I've found that this goes fantastic with: Thanks @Booots!
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Tested (with 90+ of other mods), on Linux: No FAR, with MechJeb - load game, edit in SPH, launch - basic tests work. This is the combo that I'll be using from now on, for more thorough testing. No FAR, without MechJeb - all above basic tests work. FAR, with MechJeb - all above basic tests work. FAR, without MechJeb - all above basic tests work. Looking good! Nice.
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[WIP] Nert's Dev Thread - Current: various updates
610yesnolovely replied to Nertea's topic in KSP1 Mod Development
Neat Nertea - I also read this, congrats on the fame and fortune. Well fame at least, since you do this for free. -
You probably mean Kerbal Wind Tunnel, I was just about to install this today (never used it before) - it's does not support FAR however (I don't use FAR). It does indeed have similar graphs, but also a very interesting looking flight envelope display and the ability to show parts which are causing drag in the editor (which can be a good or bad thing).
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- contract configurator
- contract pack
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That is very cool. I ended up not having USI Sounding Rockets - did not know it had that neat feature. I agree on Atmospheric Autopilot - it's amazing. Useful trick for new players is to build and test a plane without that on - if it's fairly stable without, then it'll be fantastic to fly with AA on.
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- contract configurator
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