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TheCardinal

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Everything posted by TheCardinal

  1. 1 - 1 2 - just 1 3 - you can weld the core to the body 4 - no there isn't
  2. Thanks to the good explanation in GitHub it's not too hard to get a nice layout. I do have one question though: how can i add special characters in the text? For instance the degree sign for longtitude and lattitude. KSEA_HISTORIAN_LAYOUT { RECTANGLE { Anchor = 0.0,0.5 Size = 1.0,0.14 Position = 0.0,0.91 Color = 0.0,0.0,0.0,0.5 } FLAG { Anchor = 0.5,0.5 Position = 0.1,0.91 Scale =0.8,0.8 DefaultTexture = Squad/Flags/default } TEXT { Anchor = 0.0,0.5 Position = 0.20,0.91 Size = 0.5,0.125 Color = 1.0,1.0,1.0,1.0 Text = <size=22><b><Vessel></b></size><N><size=8><N></size><b><UT></b> (<T+>)<N><size=12><Situation> @ <Body> (<Biome>)<N>Position : <Latitude> , <Longitude></size> TextAnchor = MiddleLeft FontSize = 12 FontStyle = Normal } TEXT { Anchor = 0.0,0.5 Position = 0.6,0.96 Size = 0.5,0.125 Color = 1.0,1.0,1.0,1.0 Text = <b><i><Custom></i></b> TextAnchor = LowerRight FontSize = 12 FontStyle = Normal } PICTURE { Anchor = 0.5,0.5 Position = 0.92,0.88 Scale =0.5,0.5 Texture = Squad/Flags/default } }
  3. One of the requisites for lifting things with a crane is an appropriate amount of counterweight. In KSP it means using large fueltanks which have to be balanced while lifting. It's clear that using large fueltanks isn't ideal, small tanks would be much better as they don't take up a large volume. On the other hand, small tanks do require a very heavy liquid to achieve the same weight. I seem to remember that someone made a faq describing how to create your own resource but i'm unable to find it. Can someone please point me in the right direction (or explain how i can create a new, quite heavy resource myself)?
  4. I'm afraid a two part lifter stage is the best you can achieve.
  5. Everybody knows the stock solid fuel seperator which can be used for seperating side attached parts/boosters. It has been around for several years now and i.m.o. isn't very realistic. So couldn't somebody please design and create a better seperator?
  6. I need larger fairings for some payloads (5m) Is it possible to rescale Squards procedural fairings (and keep them procedural)? If so, how can i do that?
  7. There are indeed some flaws in the cfg files. All bottom_stack_nodes have a positive instead of a negative connection value. While at it, i also corrected the attachment nodes for the small civilian house which were too small. Replace all part.cfg's in the CivilianManagement/parts folder with the cfg files in the following zip to get it working. parts.zip
  8. Check if all KSPAPIextensions.dll's are up to date. Just one older version will cause the missing lines in the GUI (I had the same problem previously)
  9. Okay, you asked for it! Don't just combine the different parts into one but remove the need for multiple instances of that (combined) part. In other words make a list possible with all kinds of conditions and actions which are all checked repeatedly and executed once the condition is true. Example: Fuel Stage 4 = 0 Actiongroup 1 Altitude > 10 KM Actiongroup 5 .. .. Altitude > 60 KM Actiongroup 3
  10. The problem i had, has been resolved. Multiple mods use the kspapiextensions.dll so multiple dll's of that name can be present. The Infernal Robots version of that dll was quite old. What i did was replace ALL kspapiextensions.dll's under the gamedata folder with version 1.7.4.0. That solved the problem, not only for Smart Parts but also for Procedural Parts. Your idea proved to be right. Thanks!
  11. After looking at an (old) introduction to smart parts it is clear that something is amiss with my install. Check out the following two screenprints. https://www.dropbox.com/s/82f4tj7n5zgdtz1/Clipboard02.jpg https://www.dropbox.com/s/gg3dfqa2nru6yxt/Clipboard01.jpg Anybody an idea what is missing in my install? Win 7, KSP 1.0.2. Mods Actions_everywhere Alcor_capsule Aviationlights Docking Port Alligment Indicator Graphotron Hullcam Hyperedit Infernal Robots (+ rework packs) Mechjeb MKS CivilianManagement Quantumstruscontinued Radiotelescope Smartparts Stationpartsexpansion Tweakscale
  12. I have used these parts in the past and i must say i'm glad they're back! I feel silly but i cant remember how to set a part to activate an actiongroep. After placing the part on a craft i don't see an option to connect (f.e. an altimiter) to action group 1 which it must activate at a specified altitude. What am i missing/forgetting?!
  13. The mods i consider vital are: - Aviationlights (great lighting) - Docking port allignment indicator (makes docking so much easier) - Kerbal Foundries Wheels and Repulsors (has tank tracks) - MechJeb (the autopilot which takes over a lot of tedious steering) - Quantumstruts continued (ideal for strengthening connections) - Tweakscale (scaling parts) I also use the welding tool in KSP 0.90 to create the specialised parts i need (it doesn't work in version 1.0 yet) I use more mods but those are the ones i always use.
  14. I'll keep my fingers crossed and pray to the Kerbal gods for good fortune on your path!
  15. Usually, i try to avoid discussions like this, simply because i doubt that i have anything usefull to add to the discussion. In this case i do feel the need to react. I've been a happy KSP player for three years now and i don't regret the choice i've made then. From the start (13.x) till now major updates usually required one or more bugfixes. Sometimes that was quite irritating but what does one expect from an alpha or beta release of a program/game?! Which brings me to the question: "What does one expect from a 1.0 release"? Apparently the community expects something which is perfect in every sense, no flaws or bugs are allowed. So something completely impossible. Even a multi billion dollar company like Microsoft isn't able to create that (ever checked out the number of updates released for every windows version?). Take for example the above post. It looks to me that merely the versionnumbering is the cause for the discontent. I don't agree with that and i completely disagree with all the harsh words which have been uttered in the forum concerning SQUAD, the testers and the game on this release and i still consider KSP a great game and not something "mediocre". On a final note, all members of this forum should remember that gaming is fun. A forum is a place where you can share the fun. It isn't the place to vent your frustration when you're pissed off about something. That only works counterproductive and removes a lot of the fun this forum provides. Give criticism like you personally would accept it. (Sorry for my ramblings)
  16. A nice program to work with but i'm unable to save the changed or new values. Every time i try to do that an exception error occurs. (win7 64bits, KSP not running, installed in KSP installroot) Any clues on a solution? ************** Exceptiontext ************** System.MissingMethodException: Method not found: Boolean ConfigNode.SetValue(System.String, System.String). bij KerbalConfigEditor.ProgramForm.saveValuesButton_Click(Object sender, EventArgs e) bij System.Windows.Forms.Control.OnClick(EventArgs e) bij System.Windows.Forms.Button.OnClick(EventArgs e) bij System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) bij System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) bij System.Windows.Forms.Control.WndProc(Message& m) bij System.Windows.Forms.ButtonBase.WndProc(Message& m) bij System.Windows.Forms.Button.WndProc(Message& m) bij System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) bij System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) bij System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded assembly's ************** mscorlib Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Kerbal Config Editor Assembly-versie: 1.0.3.0 Win32-versie: 1.0.3.0 CodeBase: file:///L:/KSP-win-1.0.2/KSP_win/Kerbal%20Config%20Editor.exe ---------------------------------------- System.Windows.Forms Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- mscorlib.resources Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_nl_b77a5c561934e089/mscorlib.resources.dll ---------------------------------------- System.Windows.Forms.resources Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_nl_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- Assembly-CSharp Assembly-versie: 1.0.0.0 Win32-versie: 1.0.0.0 CodeBase: file:///L:/KSP-win-1.0.2/KSP_win/KSP_Data/Managed/Assembly-CSharp.dll ---------------------------------------- System.Core Assembly-versie: 4.0.0.0 Win32-versie: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- UnityEngine Assembly-versie: 0.0.0.0 Win32-versie: 0.0.0.0 CodeBase: file:///L:/KSP-win-1.0.2/KSP_win/KSP_Data/Managed/UnityEngine.DLL ---------------------------------------- Update It is impossible to save to the opened file but it is possible to save to a different (new) file.
  17. I did start with the stock solar array part.cfg's but i soon found out that it couldn't be done that way. I will contact zzz and see if he can help me with it. And thanks for the update!
  18. You only need to remove the ModuleScienceExperiment module to change it into a sunblocker. To make it into a solar array proves to be more of a challenge. I'm not having any succes so far.
  19. Its working in 1.0.2.. I've tested it in sandbox mode. It would have made a great big solar array, by the way. I'm wondering if i could modify the cfg to make it into one. Hmmmm ... I'm giving it a try.
  20. resolution 1280 x 960 or 1024 - The message "Loading" (after clicking the launch button in the VAB) appears partly off screen. - After reverting flight the launch pad sometimes appears very zoomed out (like in 0.90)
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