Luxmaster-CZ
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Everything posted by Luxmaster-CZ
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Luxmaster-CZ replied to erendrake's topic in KSP1 Mod Releases
me too:( 10 car limit -
In VAB make Cost meter and avaiable funds meter in same format. Right now, even single digits arent above its respective others, so figuring if my cost is less/more and how much do I have left need reading both values everytime and estimating it in mind, instead of single glance on counters and seeing, that left most digit of cost is more to the right than left most digit of avaiable funds, so I can add much more parts
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Good idea, will do
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I hope some Kerbal Dev will read this: Strong suggestion: In VAB make Cost meter and avaiable funds in same format. Right now, even single digits arent above its respective others, so figuring if my cost is less/more and how much do I have left need reading both values everytime and estimating it in mind, instead of single glance on counters and seeing, that left most digit of cost is more to the right than left most digit of avaiable funds, so I can add much more parts
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I want to see your Asteroid Tugs!
Luxmaster-CZ replied to spikeyhat09's topic in KSP1 The Spacecraft Exchange
My first captured asteroid. Had just enough fuel to catch up with it, sieze it and circularize orbit. I dont remember its size class, but it weights 33 tons (tug is 18 tons) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Server updated to 0.1.4.2;) Bug: 0.1.4.2 still says its 0.1.4.1 in hhtp check, even its not;) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Server have been updated to 0.1.4;) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Always? Haha, remember that statement, and bring it back in future when it no longer apply ! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
can someone explain how registering on server works? Why I try /register maximus xxxx-xxx-xxx-xxx I Get error.. /register Maximus xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx (where xxx is my token) [14:36:04] [info] : Could not parse register command. Format is "/register <user name> <token>" -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Server updated to 0.1.3.1 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Yup, was just about to say:) My server was updated to 0.1.3 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
It looks like KMP lags. I had same lags even when playing on my own server. All bugs that had to be fixed for 0.1.3 were fixed, now we are only awaiting TehGimp to release it publicly! 0.1.3 should bring : More stability improvements, initial gameplay fixes (initial-sync issues & sync-to-subspace issues) Yaaay! 0.1.4 will bring Gameplay fixes (remaining sync issues, space-plane related fixes) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
I would vote for this mode to be sticky. Thiss deserves it.. So many people want it, KSP team could also include multiplayer as features in the list... -
Air intakes pulling the plane sideways ???
Luxmaster-CZ replied to 128MB's topic in KSP1 Gameplay Questions and Tutorials
Dude, learn to use imgur... I will not look at your craft, as picture would take like 5 minutes to load.. And no, its not my connection.. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
yea? great news! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
You could have luck with mod like hyper edit. As far as i know server is just listening what you doing and sending it to others, nothing like cheat protection. So when youu get xour craft from vab to launchpad, you should be able to hyperedit it to the stars! Thgte is a question, if you will be able to use hyperedit in KMP, thoug. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
If you want mechjeb, edit .cfg files of command modules you wish to have mechjeb. From mechjeb part cfg copy the part that starts "Module {" Then the mechjeb stuff and ends "}" If you do it right-o, yo will see mechjeeeb! -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Yea, please do!:-) also, when I see other players stuff, my graphic card can go crazy. Dunno why, but when I encounter (myself in a small ship) another small ship, I get like 5 FPS. Normally in Singleplayer I can dont huge stations together no problem -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Dude, Sorry to hear that. I was about to direct you to #537, but if that didnt help you too, .. Well You better get to close contact with TehGimp666 and spend an hour on testing it and finding solution. Edit: On my server there was 39 ships in orbit, which heavily lowered FPS in space center and tracking station. Thus I am creating new save for 0.1.2;) If anyone is interested in current save from 0.1.1.3 (with 39 vessels launched) : KMP_universe.db (70.5 MB) https://mega.co.nz/#!CVsjxY7b!EEy5ZEuJ0IkrpkKwvd6v_kC2z3AkzP8TOCuUBfgb3h8 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Uaaa! 0.1.2 is here! Hey, my server was just updated to 0.1.2 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
0.1.2 was processed on Github and TehGimp is online.. Guys, its matter of minutes till 0.1.2 will be out!:-) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Actually, those are only bugs fixed since 0.1.1.3 -
Why dont yo play Orbiter, hmm?
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
Luxmaster-CZ replied to TehGimp666's topic in KSP1 Mod Releases
Well, It have been compiled many times, and bugfixing is exactly what has been running in pas few days. All bugs that have been set for 0.1.2 milestone are fixed now, so it should be released. Basically we are now waiting for TehGimp To come online, compile it, load it to space port and update links;) Here is list of bugs that are (hopefully) fixed in 0.1.2 https://github.com/TehGimp/KerbalMultiPlayer/issues?milestone=1&page=1&state=closed -
Now-defunct-thread-that-should-not-appear-in-google-search.
Luxmaster-CZ replied to Cilph's topic in KSP1 Mod Releases
Just a question. I hated one thing about remote tech, when i used it firstly. I launched first sat into obrbit, and setted up maneuver node to circularize on AP. I even used some sort of mod to automate it (it was some kind of ingame CPU) after it went from signal range due to kerbin shade, i expected the command to be sent already and execute on its own. But it didnt. In real world, they send probes to mars and other planets, planning "enter orbit" burns behind planets, which are precalculated and presended to probe, and then performed automatically without signal from Earth. After while, when the probe comes from behind planet, they see how sucessfull maneuver was. Is this possible with remote tech 2? Am i able to launch vessel to sub-orbit trajectory, cut the engines when Ap is like 100km, orient vessel for next burn and set it to burn for 30 sec in this direction after 3 minutes. Then when the probe falls behind horizont and no longer receive signal, the probe would still perform predefined actions and enter orbit, if those actions were set correctly? Thanks.