-
Posts
807 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by nothke
-
[WIN] the kOS IDE - Current version 0.33
nothke replied to SolarLiner's topic in KSP1 Mod Development
Yes, but what I asked is if you could make the file name FIRST and then the name of the program like | test1.txt - kOS IDE | test2.txt - kOS IDE | take a look on my screen http://i.imgur.com/tixIf6k.png right bottom corner, the 2 taskbar kOS IDEs say the same, if I have more of them open it's a total mess. Most programs I use have the file name first for exactly this reason, as you can see the google chrome is doing on the left, and 3dsmax below first says UNTITLED for the file loaded and then Autodesk 3dsmax. -
[WIN] the kOS IDE - Current version 0.33
nothke replied to SolarLiner's topic in KSP1 Mod Development
I'd say better eyes xD It's not really the problem that I don't see it, I DO SEE THEM. But the yellowish-orange color makes them look "less important" than the rest of the code. That's what I don't like. -
[WIN] the kOS IDE - Current version 0.33
nothke replied to SolarLiner's topic in KSP1 Mod Development
Hi, lovely IDE! Here's a simple suggestion: 1. Make the loaded file name first in the window title bar. When 2 IDEs are open I'd love to see the names of files in the taskbar like "KTS_launch.txt - kOS IDE" | "ap.txt - kOS IDE", right now I have to check each to see window which file is it on. Another, more complicated suggestion would be to make tabbed view such as in notepad++, but not necessary =) 2. Color configuratior with presets (themes). Make reserved text / background with editable colors. Probably not that complicated and very useful. The color collection could be saved to "themes" so you could have for example "dark theme" with black background. On my screen the orange color for numbers is barely visible and I'd like to change it without bothering you "Change the color of this, change the color of that!.." but since you can't please the world, it would be much more useful if we could change it to our liking. There are a few errors for example some special words don't get colored. Also the dot after a number gets colored together with the number so it's hard to see (on my screen) if the line is ended or not. -
Thanks! It would be useful to add the SAS = "False" to the wiki.
-
how to check if RCS or SAS are NOT on? "if SAS" works, but there is no negation.. "SAS = OFF" "!SAS" "NOT SAS" "SAS = 0" doesn't work... Or do I need to set an int variable to do this (as I am doing right now)? Also how to check when the gear has completed retracting / extending?
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nothke replied to ferram4's topic in KSP1 Mod Releases
Thanks, I managed to build a flyable plane =) The only problem I have with FAR is the weird STALL readouts that are more like on and off actions than realistic stalls. Sometimes I fly right into the prograde on navball, but with "minor stall detected", I can barely change attitude, but I'm still flying exactly prograde until at one moment the plane suddenly gets out of the stall and now I can control it better. In other cases, I manage to get into stall in a perpedicular direction / 90 degree angle of attack (between prograde and retrograde pointers on navball) where the plane starts pitching into giant loops (cause of lift from the wings) and I can't do anything just wait for the stall to "turn off". So even in severe 90 degree stall I still get loads of lift from the wing even when at 90 degree. And in other situation if I fly very slow like when approach to landing, the plane will start to fall like brick, but there will be "no stall detected" on the FAR display, although there is, obviously. (I solved slow lift with bigger wings). Otherwise, it's much more enjoyable than stock aero model =)- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
You probably never heard of APU. It's a smaller engine on the airplanes that is started first with battery power and then the APU generates enough charge for lights, crew support and to start engines and sometimes even for control surfaces. For example, Space Shuttle used power from fuel cells, but had a hidrazine (in Kerbal words, monopropellant) powered APU for powering control surfaces on descent and whenever it needed more charge. The small fans (Ram Air Intakes) are rarely used, just as an emergency if APU fails. I'm not saying they shouldn't be added to KSP though xD I made an APU part some time ago to test custom engine sounds so you could hear it whine like the real one. But I used the engine module (with fixed thrust) so that I could have a nice power up and power down sound.
-
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
you mean.. Rover dealerships? xD -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
nothke replied to ferram4's topic in KSP1 Mod Releases
Is there any extensive tutorial on how to make planes with FAR? What's important to care about and how to use the simulation curves. The moment I say, oh I get it! Something goes completely wrong. But how does FAR work at all? It looks into collider shapes? Casts a camera from the front and looks how the face normals are pointed or...? This is important for me cause I am also making mods and I don't know how to make them be compatible with FAR- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
I will for all, yes
-
I did, but his idea is to make and maintain the plugin and let others make models for it independantly. I will publish the bags in a Flexrack pack with TAC resources but you can adjust to whatever ls plugin's resources you want, which is even better in my opinion.
-
The TPS pack is not connected to FLEXracks, its a part pack for deadly reentry. I will publish it soon. Good idea, but the small battery is already made attachable in KAS
-
Great idea! =)
-
Falcon Command Cockpit + Docking Assistance Light and more
nothke replied to Nazari1382's topic in KSP1 Mod Development
Amazing work! =) -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
this is a more complicated method because you scale the model separately from the attachment points, so then you need to rescale them too. If you want to rescale the entire part (for example twice), it is just enough to type in: rescaleFactor = 2.5 this will rescale both the model and the attachments, super useful. it's 2.5 because the basic rescaleFactor is always 1.25, unless it is specified, for example rescaleFactor = 1.0, in what case 2.0 would be the double Just be sure not to confuse it with "Scale" which scales the attachment points- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
I am working in 1.0 scale and then I rescale to 1.25 in .cfg, so you can also just rescale in cfg to whatever you scale you need Also would it be possible to incorporate a texture swapper, like the one snjo made for firespitter, that switches texture according to ablation level? I made some nice before/after textures, but I am using snjo's plugin for now so the player needs to switch them manually.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
Thanks, I have finished modeling a TPS pack and now Im adjusting config. I need the reinforced carbon carbon pieces to be very fragile. As soon as you publish an update with gtolerance, Ill publish the parts =) And sorry for triple post i am using an old phone and it didnt say I was resubmitting the post on refresh =(- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
Hi, I am making a DRE part that is very fragile to impact, but not on gforce. The problem is that if I reduce impact tolerance, I reduce the g force tolerance also, which I dont want. I have seen the gToleranceMult in custom.cfg but I cant get it to work for only my part. Is there a way to increase tolerance for just one part?- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Btw, a really good and concise article about Buran, as well as nice photos of details Shuttle vs Buran: http://www.popularmechanics.com/science/space/rockets/did-the-soviets-actually-build-a-better-space-shuttle-16176311?click=pm_latest
-
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Well, people are just busy driving around KC =P -
Just saw on Roscosmos fb page: https://www.facebook.com/photo.php?fbid=729618770399364&set=a.125348644159716.17077.125342950826952&type=1&theater Russia mulls creation of new super-heavy carrier rocket "On the 25th anniversary of the historic flight of the Soviet space shuttle Buran, Russia's Roscosmos space agency has formed a working group to prepare "within weeks" a roadmap for the revival of the Energia super-heavy booster rocket." http://www.panarmenian.net/eng/news/171790/ http://www.spacedaily.com/reports/Russia_starts_ambitious_super_heavy_space_rocket_project_999.html http://www.themoscowtimes.com/business/article/new-heavy-lift-rocket-planned/488540.html Is this legit? Or did they just get nostalgic looking at old photos? Russia has started a lot of spacecraft/rocket projects in last 10 years and didn't finish almost any (except Angara), neither can we see much progress in the ongoing projects
-
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
nothke replied to Mihara's topic in KSP1 Mod Releases
by jet I mean a commercial jet not a fighter jet, and yes I do it's in the works. I am also making some custom prop pieces. I made an action group switch panel and warning lights too, but looks like this mod actually has everything I made and what I was planning xD Another suggestion I gave is to combine map sat maps into a "gps" like display like this in FSX: that would also be able to display runways and approach lines as you can see in the picture I mean, that'd be great =) The only thing I'm worried is memory use.. This display will be quite heavy for fps, no? -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
nothke replied to Mihara's topic in KSP1 Mod Releases
Exactly what I need for my jet cockpit mod! -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
I am planning to do an end effector, but the way I want to make it would require a plugin cause neither KAS, neither stock does provide what I need. And what I need is a sort of a toggleable magnetic docking port. -
[WIP] RealChute parachute systems - development thread v0.3.3
nothke replied to stupid_chris's topic in KSP1 Mod Development
Yeah, mine was more simple in this sense, but the animation itself was more complex as I was doing the animation entirely in 3dsmax and don't intend to use the "wiggling" or scale up that the game itself does, the only thing I'd need is the orientation and speed of animation according to the speed of the craft. I hope it could look good.