-
Posts
3,237 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Climberfx
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Climberfx replied to politas's topic in KSP1 Mod Releases
Ohh, great! Didn't know that tab. Lesson learned. Many thanks @HebaruSan. Sorry for bother you. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Climberfx replied to politas's topic in KSP1 Mod Releases
So, i see my mod on CKAN list. Thank you for that. It's almost right, it managed to recognize the firespitter dependence but there are some minor ones too. The lock dependencies: Firespitter Core (ass it is already) Module Manager (these i don't see in the dependencies list, because i had it already installed) KSPWheel (these i don't see in the dependencies list, because i had it already installed) B9PartSwitch (Is a hard dependency too, without you will not have a lot from the different parts) Smokescreen (for the particles to work, but mod will work without it) Now the facultative dependencies, but is better with then: TAC Life Support (like B9PartSwitch, this one add purpose for some part switches) KAS and KIS (likewise TAC) Remote Tech (the only thing here is that if you have it, omicron antenna will work with it out of the box) I don't know if i have a way to do it, without asking for help here, or if you guys can manage that. I will appreciate any return with directives. Thank you. -
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Update. Finishing up the variants for back_closed, with strut, clean and Life Support types. Now officially supported on CKAN! -
[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Climberfx replied to Climberfx's topic in KSP1 Mod Releases
Cheers @Daniel Prates. Update. Finishing up the variants for back_closed, with strut, clean and Life Support types. Now officially supported on CKAN!- 211 replies
-
- flying car
- omicron
-
(and 1 more)
Tagged with:
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Climberfx replied to politas's topic in KSP1 Mod Releases
So, just uploaded my mod Omicron to Spaceport and check the CKAN box on. Hope to be in the list soon: Chears! -
Sair de uma nave em voo, recomendo já estar mesmo em orbita estável, pois se tu sai de um foguete que ainda está acelerando e não está completamente em orbita, ele corta o motor quando tu sai dele, mas o foguete continua em balística de trajetória, ou seja, ela caba caindo de volta. Salvo isso, sempre em voo, se tu for com o mouse na parte central superior da tela, onde tem a altitude, lá ira baixar esse menu e aparecer umas opções. A que tu quer é de voltar para o Controle Central. a base. E o foguete continua. Tem uma que dá recover do seu veículo também voltando a grana e Kerbais que ali estão, finalizando o voo. Que conheço, botão de atalho seria o esc, que te dá mais opções, tem a de voltar para o Controle Central, de fechar o jogo, etc... Fabiano. Os Kerbais nunca mudam de perfil, os que são pilotos, sempre o serão. Engenheiro e Cientistas também. As vezes, quando pegamos um contrato ou outro para ser executado, ele libera os turistas, para completar a missão, mas nunca deve mudar os que tem classes. Dito isso, se tu decola com X tripulantes, entre classes e turistas, e chega em orbita com o mesmo número de tripulantes, está com algum bug, e deve procurar por indícios disso em um dos mods que instalou,ou no próprio game, embora eu nunca tenha ouvido falar disso pelo forum, mas também não procurei a respeito. Mas checa direitinho, as vezes, na decolagem, dependendo de como e onde alguns Kerbais estão, ele morrem, queimados, G demais, etc. Tem muitos motivos possível, e se tem sistema de vida instalado com mod, ainda mais chances. Espero ter ajudado. Bons voos.
-
You are in the wrong subforum. here is portugues only man. Go to the english parts please... O caminho normal é ir eliminando as possibilidades. Se tens algum mod instalado, tira todos e roda, se rodar, é um deles, se não rodar, ainda pode ser a instalação. Vai no site do game, e rebaixa o jogo e reinstala do zero. ai tenta abrir. Essa normalmente resolve. Também existem os requisitos mínimos do jogo, como processador memória e placa de vídeo, isso tem onde baixa. No caso de quando tirou os mods ele voltou a funcionar, é um dos mods que tá com problema. Que pode ser diversos tipos. Recomendo tirar todos os mods, rodar, se rodar, tu vai voltando um de cada vez e testando, pra descobrir qual dá pau. E assim vai a lógica para detectar problemas. Boa sorte. Existem alguns mods que fazem isso. Depende do nível de remote que quer. No caso, os próprios Kerbais, dependendo do número de estrelas que tem de experiência, são capazes de fazer boa parte do serviço como manter em prograde, retrograde, normal, antinormal, target, segurar pra onde está, etc. Mas se quer algo como decolagem e orbita automáticas, que me lembro assim de cabeça, tem o KOS e o MechJeb. O KOS e direcionado mais a programadores, pois tu praticamente escreve as rotinas do que quer que a nave faça, em determinados tempos, ou estados. Já o MechJeb, e um computador de bordo, tu tem praticamente de tudo, desde o lançamento automático, onde tu diz pra ele na interface visual, qual é a orbita, inclinação que quer e ele faz todo o resto. Só precisa montar o foguete capaz de responder a altura. Tem também o Flight engineer redux. Esse n ão chega a controlar seu foguete, mas te dá mais infos na tela tanto para montar quanto para pilotar, recomendo. Pra achar tudo isso, basta ir no google e escrever "KSP, o nome do que quer que lá vai aparecer." Presta atenção em abrir os resultados que são no forum, assim tu ve a galera que fez, usou, os bugs quando tem, e terá o link de baixar. Boa sorte.
-
[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Climberfx replied to Climberfx's topic in KSP1 Mod Releases
Yep @Beetlecat. I was far from KSP for a long time, but almost a month ago, the joy come back. I'm playing, and then in the same day i restart to play, come back the will to evolve in the mod. So much stuff to do yet. And even got to relearn Code C# to functional Cockpit. already did the navball and attitude arrow working. Now doing the rest of it. Will take some time, but i think you going to like it. Cheers.- 211 replies
-
- 1
-
- flying car
- omicron
-
(and 1 more)
Tagged with:
-
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Climberfx replied to IgorZ's topic in KSP1 Mod Releases
Try it. If not you remove. I was using with 1.7.3 and worked fine. Now i'm using with 1.9.1 and it's working too. Some mods have listed in download a version and it's respective kSP compatible, but in most cases, they keep working on other versions. Preferably download the one for your KSP version. -
[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Climberfx replied to Climberfx's topic in KSP1 Mod Releases
Curse Download link updated and normal again.- 211 replies
-
- flying car
- omicron
-
(and 1 more)
Tagged with:
-
[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Climberfx replied to Climberfx's topic in KSP1 Mod Releases
Good question. I edited so many times, changed to KSP wheels and almost forget to change the power of motors. It is, but i need to put more power to it, because like is right now, is to slow. Next micro update. Will not take so long this time.- 211 replies
-
- flying car
- omicron
-
(and 1 more)
Tagged with:
-
Just update it: Omicron on KSP 1.9.1
-
OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Atualizado para 1.9.1, com algumas melhorias. No próximo teremos o painel funcional... Por hoje, baixe do link orangedox, pois o curse demora para liberar o download atualizado. -
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
So, there it go! For today, use orangedox link, because curse have a day off to show my uploaded file. Have fun! -
[1.12.3] OMICRON - Flying Space Car - Release 0.6.6.6
Climberfx replied to Climberfx's topic in KSP1 Mod Releases
Released version 0.6.0 for KSP 1.9.1 with minor updates: For today, use orangedox link, because curse have a day off to show my uploaded file.- 211 replies
-
- 1
-
- flying car
- omicron
-
(and 1 more)
Tagged with:
-
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Great. Will be soon! Finishing the adaptation for the crew's, need to do one more and this part is done. Then one more hollow adapter and i upload to you. Untitled by Rafael Valle, on Flickr -
Rsrsrsrsrsrsrsr. It's all right My dear @linuxgurugamer. We all love you. You already did a lot and i don't need to change a bit. Yes, it's working like a charm. Chears Commander!
-
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Panel logic will take some time. Still undecided if going to wait to finish it, or release without it first, but even if i decide to let the panel for later, i have o lot to do on modeling, uvw and texturing for these new parts. Probably 1 month or so. At the present i have it all working with 1.9.1 already. If you wanna, i can upload a pre build pack to you download, just wait i finish cockpit details and crew open variants first. The docking port for the back wait for next. Let me know. -
So, i tried copy ToolbarControl.dll to Lightsout plugin directory (in Gamedata) and now it worked. But will it need to have that? Is Toolbar plugin now a dependency? (YES, i just read the first post "Dependencies", a rhetorical question) I use Lightsout on 1.7.3 and there it runs without it. But is other version. Cheers @linuxgurugamer, don't worry to much with me, i'm fine now, i can use it like this.
-
Yes, look on the left of screen shoot. I needed to include some others, i believe is because 1.9.1 changed things to other dll. Like input, EventSystem, etc, but after i added this new references, it stop the error (red) messages. Only the blue persist. I only found this in the log, but don't wan't to use Toolbar plugin, but i link its reference on Visual Studio to compile. Didn't install this mod.
-
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Yes @BGYT, it will be. -
I checked ModularLaunchPads , and it have a lot of variants on a lot of parts, but in the same part, all the variants have the same animation names/modules. I didn't see anyone that trigger on/off any of it's animations. So, i believe it's happening what @AlphaMensae told, once you change to the type that removes the animation from context menu, when you come back, it won't enable it again. And here, it always start on the Opened variant, that don't have animation, so, here, i never show of the button to open/close door.
-
No button, no working Key to switch (P and U). And no error messages. What more can i say? .ps, when i tried to recompile, Visual Studio gave me that error message that is not a error itself, just alert messages, like this variable need to be uppercase first, or must be readable only... Here: Annotation 2020-04-21 011359 by Rafael Valle, on Flickr
-
Hey @linuxgurugamer, I tried to use it on 1.9.1, but isn't working in it. I tried to fix it myself recompiling it with 1.9.1 and .NET 4.5, but didn't work too. Any advice?