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bimbo0099

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Everything posted by bimbo0099

  1. Any plans on adding a simple text search for part names, much like this mod did [0.20+] Part Group & Filter? Also, is there any way to check if there are any parts that were not auto-tagged or is there no chance of that happening?
  2. Would anybody be so kind as to share some FAR compatible craft files? I am having problems getting a shuttle to be capable of reliable reentry, whereas the ascent is no problem at all.
  3. As someone mentioned before, they are both part of the auto stage function. Pre and post values suspend the throttle for the given time (not sure about controls). Depending on your staging and rocket design you might run into problems w/o these delays, e.g. loss of control or collision with seperated parts. This is especially useful for larger rockets which may need ullage motors for stage seperation.
  4. You could give the mod Editor Extensions a shot (*click*) It allows you to enable radial/surface attachment on parts that usually dont allow it. As far as I understand, this would solve your problem.
  5. KSP is a 32 bit application and thus has a hard ram limit of about 3.75 GB, i.e. the game can not adress more ram than said amount and will crash if you exceed the limit. For this reason your computer's specs hardly matter. The Linux version on the other hand is a 64 bit application afaik. Since most of the ram is used up by textures, you can change your texture resolution to 1/2 (or lower) in the options menu and create some more room for moooar parts. A restart is required after that change in order to achieve a full effect.
  6. KW works fine for me. Regarding the B9 pack, the issue is that B9 was optimized using the new .20 part system in order to reduce memory usage etc. A folder might contain more than one .cfg for different parts (because they use the same model, but have different dimensions). These .cfg files all have different names, e.g. A.cfg, B.cfg, C.cfg. Maybe you could simply check all .cfg files in the GameData Folder and search for the respective line to grab the part name?
  7. Here it is: http://forum.kerbalspaceprogram.com/showthread.php/35155-0-20-Part-Group-Filter Awesome mod, comes with an external tool to edit the filter groups.
  8. Thanks for the clarification. I might have had some deviation to the sides :-) Any chance for tweakable parameters on the arrestor, preferably via context menu but externalizing it to the cfg would be just fine?
  9. After making some quick adjustments to the shark to make it FAR compatible, I landed three of those birds on the Narwhal. I played around with the lift and reverse thrust and parked one plane on the lower deck. Great mod so far. But since this is Kerbal Space Program, you would not be satisfied with landing something as little as the shark, would you. So I decided it was time for something bigger. I then loaded up the Haldeman from the B9 pack, quickly added a hook and proceeded with what I am best at in this game: killing kerbals. About 20 lost souls later and having failed in many different ways (including crashing into the rear of the ship, scattering debris all over the deck with only the cockpit surviving, crashing into parked planes, taking a 'swim' in the ocean, involuntarily buzzing the tower a bit too closely) it was finally Jeb's turn. Needless to say, he nailed it. After this attempt, I made some more of less perfect landings with the hook still not catching and thus having to do a touch-and-go. Where and how precise does the hook have to be placed? This was my quick and dirty setup and it didnt work multiple times.
  10. Nice to see how far you have come from your basicpropspin thingie, great mod! Any plans on adding FAR compatible cfg-files? :-)
  11. Great plugin! Should be stock, so mod addicts like me dont spend have of their time looking for this one part :-) I found a problem with the partgroups-editor though. It doesnt list all of the B9 Aerospace parts, so I cant assign all of them into their own category. This is probably related to the search algorithm of the tool. B9's models are not always called model.mu plus there seems to be more than one part per folder multiple times. I hope that you will fix this. :-)
  12. Since I am a lazy engineer type of player, I was really delighted to see this thread. Great plugin, thanks for not letting it vanish :-)
  13. Kind of what I thought. Thanks for the clarification. In my example, I assumed vacuum but forgot to mention it in my post. Looking forward to further neat little tweaks! :-)
  14. The description sounds very promising :-) One question though, how exactly does the engine prioritizing work? Let's take a combination of a NERVA plus some LFEs at 50% throttle for instance. I figure this means that the NERVA is running at max, whereas the others are throttled down (while still providing a total thrust equal to 50% non-prioritized thrust)
  15. Just briefly tested it, good job, working as intended :-) Going to further test it tomorrow and give a more detailed feedback. This should be included into mechjeb!
  16. Do you use some sort of mod manager? I ask this because your folder-structure differs from mine. The correct folder for me is "KSP_win\PluginData\isa_mapsat\". This is where the data gathered ingame is stored (.csv raw data and both maps). Also put the gui exe in there. Regarding your batch file, assuming the folder you used is correct, change the line to: "C:\Games\KSP_win\MODS\ISA_MapSat_3.3.0\PluginData\isa_mapsat\ISA_MapGen.exe 1600 texture natural" Please clear up the confusion regarding folders, so I can further help you
  17. AFAIK all available command-line arguments are implemented, so yes height maps are also possible. Just see for yourself, the release of 0.17 kind of got in the way of me testing this thoroughly. :-)
  18. I should have provided more information I guess ;-) Put the file in KSP_win\PluginData\isa_mapsat and run it from there. What it does is provide you with an Interface for all the command line arguments. Here's a screenshot: (please note that on my computer everything is slightly misplaced because of some weird windows setting) [ATTACH=CONFIG]33731[/ATTACH]
  19. Someone on Facepunch made a GUI for mapgen. I tried to look up the source, but couldn't find it anymore, only the download link. So credit goes to the person who created this. https://dl.dropbox.com/sh/xpuu7bd8cgj58zq/s6HJYfupU-/ISA_MapGenGui.exe?dl=1 As one should always be careful, when downloading executables from unknown sources, feel free to do any kind of virus check that you deem necessary.
  20. Currently it is 1 pixel at a time, thus try to keep your orbit as low as you can. cheers
  21. Feel free to simply not use the mod then. Funny though where you draw the line of such a thing being "realistic" or not. I personally find the ORDA version a good idea in theory but it turns out to be rather tedious while playing. Furthermore, I feel sorry for your limited imagination (read mind), but if you had followed the thread, you would have noticed that there is a big update coming soon, which will probably also adress the current makeshift system (which I find perfectly fitting for the mod's current state).
  22. Try deleting KSP\PluginData\mscorlib\config.xml. Restart the game and you are good to go ;-)
  23. Go to KSP\PluginData\Remotech\ and open settings.cfg, change "RemoteCommand Crew = 5" to your desired number, save and (re)start game. This should do the trick. Don't give up, flying to the mun will be a piece of cake for you in no time! ;-)
  24. Encountered the same bug some time ago, deleting the mechjeb.cfg in the plugindata folder fixed it for me. Couldnt find an easier solution. cheers
  25. Minor suggestion: Add a date of last update to each mod
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