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Everything posted by brusura
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Mmmm dunno you but I place a node and set my target, then I add "orbit" until I am happy with my closest approach, but having to hold down "orbit" for so long sometimes seem stupid to me when I could add an x amount to the UT field It look like you do not like my proposal ok, but questioning me why I need that seems irrelevant I can live without it, I have TWP I know I can do that but my question was another one
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To plot a node in the future ( very far in the future ) when the planet are aligned
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Does the KJR version only affect IR parts?
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What is it anyway? Decoupler has its own sound, engine has its own sound, really this sound for staging ( spacebar ) come from nowhere....Can some good modder help me get rid of it?
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Disable staging sound?
brusura replied to Julien Kerman's topic in KSP1 Gameplay Questions and Tutorials
I was looking for the same thing, but that one is for the decoupler not the staging sound...that is very annoing and very loud, someone help my ears :| -
Can I edit the UT field?
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@Angel-125 in version 1.8.7 gui for the production efficiency, still range from 0% to 1% , can you fix in next release? Thanks PS: also I just saw that as the game start efficiency is at 100% snackprocessore produce 21600 snack/day , if you go to settings and touch the production efficiency it revert in the range 0-1%
- 937 replies
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Would be nice to have a list of mods already supporting it...I am now curios about what animation a decoupler could have
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
brusura replied to Nertea's topic in KSP1 Mod Releases
Can I ask for a specific part? For my base construction I'd like a low profile 4-way hub I tried to weld some parts together but I guess the meshes switch confused the welding mod, this is the result: https://youtu.be/aqjl1IJSxW0 Ok after some funiculì funicolà I managed to fix the welded part enabling also variant switching , here is the cfg : To be built on duna... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
brusura replied to RoverDude's topic in KSP1 Mod Releases
One day I'll build a base with MKS , but for now is it possible to add only this functionality to stock installation? -
[1.3] Trajectories - Prediction of atmospheric trajectories
brusura replied to Kobymaru's topic in KSP1 Mod Development
Thanks, the gui is gorgeous , sorry but Italian it not localized yet ( running en-us ) so I can not help with that. Is the button supposed to be that green? Pic: https://imgur.com/hfoOLep -
[1.3] Trajectories - Prediction of atmospheric trajectories
brusura replied to Kobymaru's topic in KSP1 Mod Development
is there a pre-release which I can try about reworked UI and new integrator? I saw on github pre-release is 82 commits behind Thanks -
Hello is there an option/mod to change the state of the mission flag on parts to be default to off? Maybe an MM patch? Ok think I have found my answer, I need to add this line flagDisplayed = False for every part with a module name "FlagDecal" MODULE { name = FlagDecal textureQuadName = flagTransform } I need to study MM syntax and I come up with this, but it does not work // Set the default state to False for every part with module FlagDecal @PART[*]:HAS[@MODULE[FlagDecal]]:Final { flagDisplayed = False } And a bit more searching: https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/
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@Angel-125 in version 1.8.6 there is now the gui for the production efficiency, but it range from 0% to 1% , can you fix in next release? Thanks
- 937 replies
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Hello I too have this exactly ERR , I was going to orbit from my minmus base, after the error I am not able to place a manuver node anymore, only is to reboot kerbal altogheter ( I can over the move over the orbit and see the little sphere but click does nothing ) This is in version 1.3.1 Mod list: BetterBurnTime-1.6.1 Community_Resource_Pack-0.8.0.0 EasyVesselSwitch_v1.5 EnvironmentalVisualEnhancements-1.2.2.1 KAS_v0.6.3 KerbalAlarmClock_3.8.5.0 KerbalEngineer-1.1.3.0 KerbalJointReinforcement_v3.3.3 KIS_v1.9 Malemute_0.4.0.0 ModuleManager.3.0.1.dll NavBallDockingAlignmentIndicatorCE-1.0.3 Near_Future_Solar-0.8.8 OSEWorkshop-1.2.3 ParaSciEVEPack120 PreciseManeuver2.3.1 SCANsat-v18.2 SimpleLogistics-2.0.2 Snacks_1_8_6 Stockalike_Station_Parts_Expansion_Redux-1.0.0 Trajectories-v1.7.2-pre USITools_0.10.1.0 VertVel132 WorldStabilizer-0.8.3
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Nope I have Snacks 1.8.5 , I'll try this one you just released and let you know EDIT: @Angel-125 version 1.8.6 fixed my problem with unmanned vessel
- 937 replies
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Well somehow it does, this video is from a stock installation with only snacks and modulemanager: https://youtu.be/MgO8lRCvICg The mod add a caption "controlState" and a button "toggle partial control" , as stated before, with the mod installed you can control unmanned vessel Some experiment that you made here?
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@Angel-125 the mod allow me to control an unmanned vessel ( not even a probe onboard just connection ), the control state is set to full , I guess it did not update when the last kerbal left the vessel? But anyway you can change the control state with the "toggle partial control" on the command pod. Is this intended feature?
- 937 replies
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Selectively enabled Interior Overlay
brusura posted a topic in KSP1 Gameplay Questions and Tutorials
Hello is there a way to show only the Interior Overlay for one part and not the others in a vessel? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
brusura replied to ferram4's topic in KSP1 Mod Releases
Dunno if it is still a problem for you but....Add this to config.xml <string name="exemptModuleType5">ModuleGrappleNode</string>- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Nope, not asking for this, when I select the vessel at my destination, all the resource could be taken from my base instead of magical take them from VAB on Kerbin
- 1,554 replies
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- ship construction
- launchpad
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(and 1 more)
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