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Everything posted by kujuman
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What would you like in .26?
kujuman replied to CDK's topic in KSP1 Suggestions & Development Discussion
As much as I agree for us players, from a development perspective I doubt they'd work on physics issues until Unity 5 comes out, as it will undoubtedly introduce new physics bugs and can make massive bug-fixing efforts in .26 worthless. Unity 5 may also solve bugs all on its own *crosses fingers*. Although fixing invisible buildings would be fantastic. -
MK-16 and Deadly ReEntry Question
kujuman replied to Miro Beero's topic in KSP1 Technical Support (PC, modded installs)
Why is this a problem? -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
Update time! The update is not required, but it may be wanted. ===v0.4.3 Changes=== Oct 12, 2014 *Added the Administration building helipad to the included runways. It is an example of a "custom runway". *Compiled against KSP .25 *Removed requirement to use Blizzy78's ToolBar mod, now supports stock App Launcher ~Current Users of the ToolBar may still be able to use it if they overwrite the existing NavUtilities install (untested) ~NavUtilLibGUI.dll is also now no longer needed for upgrading users (it interfaced with the ToolBar) ~Left clicking the App icon will start the HSI, right clicking the App icon will start the settings window -
The shuttle carried the force of the liquid engines through it to the attachment points on the ET. So presumably if you added the retro rockets at the attachment points (I'm thinking the nose one) then you're creating a similar compression as when the LFEs were firing, though to what magnitude is a different question.
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What would you like in .26?
kujuman replied to CDK's topic in KSP1 Suggestions & Development Discussion
I like the idea of these, and I would probably use them, but I'd want it to be a configurable option with the stock docking ports remaining androgynous. When the 2.5m docking ports came out there was enough problem with players putting them on backwards and thinking that the docking ports didn't work at all. -
The two KSC flagpoles' flags are static. They had a waving animation in previous versions. Exists in both career and sandbox. To replicate: launch craft from VAB, look at the flagpole KSP .25.0.642 exists in both 32-bit and 64-bit versions of KSP. Win 7 Ultimate x64 I can provide logs if needed, but I don't know how to attach them.
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What would you like in .26?
kujuman replied to CDK's topic in KSP1 Suggestions & Development Discussion
I'm personally rooting for work on the Kerbals themselves, i.e. training astronauts etc. If we ever get the custom kerbals in game this would be a nice time to do it Depending on timing we may get Unity 5 (no release date yet), and y'all know what that means (physx 3.3). We should get some performance increases and just better physical simulations. Might take a while to debug KSP to work with it, so I would not be surprised if .26.5 or .27 or .27.5 was just getting KSP into Unity 5. -
It's important to remember that CVs can steam pretty fast and travel into the wind. So a nice hurricane and a CV at flank and you might be able to land at 20 m/s relative speed.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
kujuman replied to silverfox8124's topic in KSP1 Mod Development
Is this because of time constraints or because it's unnecessary/out of scope? As an additional way of conveying weather info to the player is a voice/text display like Automated Weather Observing Stations in the real world. Not a request, just something to be aware of. Avoids visual clutter. -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
kujuman replied to silverfox8124's topic in KSP1 Mod Development
very cool! I'm gonna keep an eye on this -
I'm not entirely sure what you mean by "load resource defs", so I'll just go over what I know. A good primer is the official documentation in the third post here http://forum.kerbalspaceprogram.com/threads/92643-Official-PartModule-Documentation The biggest difference is that RESOURCE_DEFINITION s now have more settings. I think the settings for solid fuel are a good start for fissile material. Default resources are in a file GameData/Squad/Resouces/ResourcesGeneric.cfg Your custom resource can sit in a .cfg anywhere in the GameData folder (I think) so long as the resource definition block is there. Once you have a custom resource in a .cfg, the game will load it automatically.
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Looks neat. It looks from the code (I can't access open .7z) like the fuel types are hard coded into the part? It might be preferable to use the resource definitions built into the game. It'll update mass and part cost when the amount of fuel gets tweaked. I think cost would be a nice motivator to use one fuel over another or to load as little fuel as feasible. I think the half-life defs would need to be either hard-coded or added to a config file. Looking at other mods is generally step one, and this is one of the big reasons the source code must be posted somewhere. All of the Unity specific stuff is documented (how well is a different question) on the Unity website. As a last resort, you can browse the assembly for public methods. I think there's eventually maybe sometime going to be official docs, but you have to remember that KSP is still alpha and things are changing fast enough. The KSP wiki has a little bit, but not much. Finally, sometimes the devs will make a post on some new feature. For live help you can always try the #kspmodders IRC channel. Otherwise a search in the AddOn Development forum can be useful. https://kiwiirc.com/client/irc.esper.net/?nick=ksp_guest|?#kspmodders
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
I don't see why not It's not something I think I could do though; I am totally unfamiliar with internal props. If someone who knows what they're doing created a model and basically told me where to plug and chug (or just rely on the library actually) it'd be easy enough I suppose. I'm planning an update in the near future. I want to see if the App bar has gotten any more usable and if so use it rather than ToolBar. I also need to clean some things up... -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
I'll take a look at it. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
Only the default runways are included, but it's easy to add new ones. Virindi made a file that includes the kerbinside runways http://forum.kerbalspaceprogram.com/threads/85353-0-24-NavUtilities-ft-HSI-Instrument-Landing-System-v0-4-0-%2AJuly-20-2014%2A?p=1370290&viewfull=1#post1370290 -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
Not that I know of, unfortunately. It may very well be possible, it's just that I don't know a way. Glad it helps you! To further clarify, the yellow line lets you know that the unit is in "Fine" mode. This increases the sensitivity of the localizer needle so that any errors you have left/right are magnified to help improve your precision. Fine mode is activated in certain conditions (I don't remember the thresholds exactly off hand), something like 7km or less from runway AND localizer deviation smaller than 0.5° AND G/S within 1.5° of nominal. -
I've never needed any external tools when I follow a few guidelines: 1) make sure engines have gimbal ability 2) place more powerful engines further back from CoM to improve performance of gimbals 3) when in VAB, play with tweakables on fuel tanks to see how CoM will shift in flight 4) look down the CoT indicator a lot. It is pretty good if you take time with it (set tweakable engine thrust to 0 for atmo engines and the like) 5) add small ballast fuel tanks around CoM that you can add and remove fuel from in flight to better balance craft (can be useful for cargo carriers) I hope these help
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
Not right now. If it's a requested enough feature I'll consider doing this, but I think it'll be a relatively substantial coding change so I want to think it through before I make any promises. -
*sigh* I'm old enough to remember when RCS was all you needed... I'd also like to say that I dock very hard and very fast...it's pretty reckless. I generally use RCS to trim my close encounter to < .1km and then try to slow down right next to the target with my engine, basically leaving RCS to turn and thrust the last few meters.
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Re: the F1s http://www.bezosexpeditions.com/updates.html
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
You mean .24.2? For the module manager, which mods of these mods do you have installed: KSOS RPM .17-.18 KSI MFD Did you create a custom runway? Can you describe the texture replacer bug? -
[0.90] Kerbin Shuttle Orbiter System v4.13
kujuman replied to helldiver's topic in KSP1 Mod Releases
As of RPM .18 MechjebRPM.dll is no longer in a separate folder and the ScanSat integration is being handled by the scansat people, so at least that much is intentional. -
Sounds like you have KSP Interstellar, see https://github.com/FractalUK/KSPInterstellar/wiki/Ammonia
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[0.90] Kerbin Shuttle Orbiter System v4.13
kujuman replied to helldiver's topic in KSP1 Mod Releases
I'm doing testing of the KSO on the x64 version to see what I can see. Fun fact: the .craft provided of the Super25 costs less funds than the original KSO Edit: flight log. Note that all missions after mission 1 were flown in the same start of KSP. Test No. Type Outcome 1 S25 CTD about 2 mins into flight. Clicking IVA on jeb's face caused crash. 2 S25 Successfully attained orbit. Started flight in IVA, switched to external and back to IVA several times. 3 KSO Successfully attained orbit. Entire flight IVA. 4 KSO Flew like an idiot, landed on the runway ~2.5 minutes after launch. Recovered KSO. 5 S25 Flew like an idiot, stranded 6 kerbals in solar orbit. Switched between IVA and external. 2b S25 Resumed flight of mission 2, successfully reentered and crashed the ship west of the KSC mountains. Crew survived. 3b KSO Resumed flight of mission 3, successfully reentered and crashed into a random hill. -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
kujuman replied to kujuman's topic in KSP1 Mod Releases
Yes. I didn't want to remove how it worked so users wouldn't be asking why it broke