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Angarl

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Everything posted by Angarl

  1. I'm getting back to playing KSP for the first time in.... 4 or so years. Anyway from back then I have some vague memories of what mods I had, Kethane being one of them and decided to try to get it again. But the page is unclear how Kethane differs from the stock mining in game and what benefits it has over standard mining. An update to the front page would be greatly appreciated. I'm also having an issue when running it with -force-opengl in that I'm getting missing textures on all grid displays in game (in the form of purple/pink hexagons), I've tried looking through the forums for a solution. But I'm a slow reader, so have been looking for key words, while I've found mentions of the purple grid, I've not found any workable solution. Help in this would be fantastic if anyone know of a way to solve it. It works fine when I don't run -force-opengl , however my computer has not aged gracefully and with the constant use some components are starting to show it. For those wondering "Why not just play without -force-opengl?" if I don't play the game using -force-opengl, while having mods, then the VAB and SPH become incredibly sluggish to respond to mouse and keyboard input after a few minutes (sometimes up to 5 seconds just to pick up a part). Also the amount of RAM allocation KSP seems to request, when not running -force-opengl, is beyond what my poor aging 16GB RAM can handle. (With my setup my RAM sits around 94% usage on the low end, but gets as high as 98% usage when in flight or the VAB) If anyone has a solution to bring down that RAM allocation without -force-opengl, I welcome it, because it will solve so many problems.
  2. I would really like to see this updated for 1.0.2 to include Female Kerbals
  3. I am not entirely sure why this is happening but if I use version 3-2 Basic of ATM in 64Bit version of 0.24.2 it will only crash around 50% of the time. However if I use the latest version in either basic or aggressive in either 64Bit or 32Bit it always crashes on launch. I do have quite a few mods installed and there may be an incompatibility somewhere but I still find this rather bizarre that the previous version is working better.
  4. This is the flag I have made based somewhat on a well know franchise.
  5. I believe that Ion Engines should be infinite only using battery power however I believe that the batteries should have durability so that over time the amount of charge that they receive from solar panels or nuclear reactors (DSM pack) should slowly drop so that you are encouraged to take more batteries or more panels for longer journeys. Edit: Not sure how difficult this would be to program however I have noticed that depending on how much sunlight solar panels receive their efficiency may lower, so I'm wondering if something similar could be done with the batteries.
  6. Well it took a while with a lot ALT-TABing but I think I finally understand enough of it. I don't think the only way to target something is to get a Tracking Station Linkup but I can't figure out another just yet, and I'm still having a little trouble with the manual stuff but I can now work the Fuel transfer, the EVA and the Tracking Station Link. It's a fun mod and now that I know how to use a reasonable amount I'm really enjoying it. Awesome work!
  7. I'd like to see a planet or two with a ring belt maybe one a gas planet and the other with a similar composition to Kerbin but with a different colour sky, sort of like Eve is but with land and 'water' different colours instead of all the same (don't get me wrong Eve is awesome but I like the idea of it being one of a kind). The other thing that would be awesome, and this is purely aesthetic, a City on Kerbin that lights up when it's on the dark side of the planet.
  8. I'm really confused as to exactly what the lazors do and how to use them. I've played around with the mod a little I know I can point them at different things and look through a camera, and I've seen a couple of videos on YouTube of people using them to make hovercraft and Flying Saucers but have yet to learn how to do any of that. Is there a tutorial that I'm missing for both what the mod contains and how to use it.
  9. Thank you I appreciate your help. I would never have picked up on that.
  10. I've been having a lot of trouble altering the Solar Panels from the Kosmos Spacecraft Design Bureau to be compatible with the Electrical Energy Plugin. I added the lines of code suggested in OP, MODULE { name = ModuleKRSolarPanel energyGain = [energy gain] } Which did work, however because the Kosmos Solar Panels are animated this code means that the panels gather energy even when they are not deployed. Then I changed the code to code suggested for Powertech including changing the code line module = SolarPanels_PowerTech to module = SolarPanels_adv_PowerTech This did not go well for some unknown reason the game is not telling me that these parts are out of stock so I can't test them as I can't attach them to the ship (every other part I have indicates that there is 999 in stock). Does anyone have any solutions or can someone help me with the coding for these parts? This is the code for one of the panels including the alterations that I made, // --- general parameters --- name = Kosmos_Almaz_Panel module = SolarPanel_adv_PowerTech author = Kosmos Team // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = -0.0433247631, 0, 0, -1.0, 0.0, 0.0 node_stack_panelmount = 0.0, 0, 0, 0.0, -1.0, 0.0 sound_servomotor.wav = extend, retract // --- editor parameters --- cost = 240 category = 3 subcategory = 0 title = Kosmos Almaz Solar Panel manufacturer = Kosmos Spacecraft Design Bureau description = These specially-made panels were designed for stations with limited power needs, but can be used to augment power supply if attached to expanded stations. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,0 // --- standard part parameters --- mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 // --- landing leg parameters -------- // --- PoweTech panels -------- FoldAnimationName = Extend FoldDefState = 0 rotRoot1 = Kosmos_Almaz_Panel/Almaz_Panel/Object35 doubleSidedPanels = false panelInitRot = -180 //ejectionForce = 10 phase1 = 1 phase2 = 60 //panelRotateRate = 2 //maxTorque, Kp, Kd (float) - attitude control gyroscope parameters (equivalent to SAS module's) NightGlide = true // --- solar panel parameters --- partResGenerator = true power = 0.75
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