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Everything posted by panarchist
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[WIP] Nert's Dev Thread - Current: various updates
panarchist replied to Nertea's topic in KSP1 Mod Development
That is an AMAZING hab - can't wait to use it. What's the capacity? 36 kerbals? -
R-T-B posted that version in issue I raised on this: https://github.com/Kopernicus/Kronometer/issues/17 (note: consider this a beta and be forewarned to do all the normal: back up, save often, etc) It won't work for JNSQ 12 hour days without this: https://spacedock.info/mod/2755/JNSQ Real Date
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
panarchist replied to Probus's topic in KSP1 Mod Releases
I am, definitely. This is one of my favorite tech trees.- 1,036 replies
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It's a rite of passage to build your first recue mission for those stranded Kerbals. And you know you're really hooked when you build a rescue ship for the rescue ship - and it WORKS.
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Kerbal Space Program 2 is heading to PlayStation 5 and Xbox Series X|S
panarchist replied to StarSlay3r's topic in 2021
They want to turn 5+ million players into 50M players. -
1.12 appears to have broken Kronometer. (not surprising given the number of changes) Issue entered on Github with all required files.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
panarchist replied to Nertea's topic in KSP1 Mod Releases
It's not visible because the category in the part.cfg file is "none". If it were "Ground", it should show up in the editor. The real question is whether it's deliberate, i.e. not ready for prime time, or an oversight. -
Now that the final feature release is in the wild, I think the KSP dev team should tackle a long-standing unaddressed issue... (wait for it)... resurrecting KERBALIZER!
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@Angel-125 I'm working on a couple of custom resource configs - is there a list of the game-based preconditions somewhere? For example: PRECONDITION { name = CheckBreathableAir mustExist = false //consume FreshAir if the is below sea level or below the minimum safe atmospheric pressure. } Is there a water equivalent to "CheckBreathableAir"? What other preconditions exist in the game for habitable worlds or other specifics? Thanks!
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KSR will also work for a resized stock Kerbin, but in that case it requires manually adjusting the elevation on many/most of the statics in order to have them remain at ground level. I've done that with a 2.7x scaled Kerbin.
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@MOARdV - FYI, if anyone complains about Wild Blue's Heisenberg IVAs not working, it's due to the JSI HUDs being replaced by the recent patch. Renaming the patch file as you detailed in the release notes fixes the issue. (for all 12 of us using JSI / ASET / MAS props simultaneously) ;-)
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
Following up on this - it turns out it was due to the latest version of MAS. MOARdv has replaced all JSI props with the MAS versions in versions 1.2.2 and later, and that breaks Heisenberg. Fortunately, deleting or renaming the JsiToMasUpgrade.cfg file corrects the issue. Per the Github release notes: ATTENTION PLAYERS: MAS includes a Module Manager patch that replaces all of the stock RPM props with MAS-enabled props. If, for some reason, you do not want your RPM IVAs upgraded, you will need to rename GameData/MOARdV/Patches/JsiToMasUpgrade.cfg -
There's probably more like a few hundred - a lot of users never post to the forum, and not everyone who does calls attention to things like IVA. I love IVA flying, but I don't always do it - depends on if I am going for immersion, or simplicity. I wish it were easier to create IVAs, because I'd love to have IVAs on all my cockpits that don't have them.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
panarchist replied to IgorZ's topic in KSP1 Mod Releases
If they hold to schedule, 1.12 should drop in the next month or two. They've typically released every 5-6 months since 1.8. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
panarchist replied to Ger_space's topic in KSP1 Mod Releases
@Gavin786 Fair warning - I haven't been able to get KSR Airports to work under 1.11.x. Back up your save files before running, and be prepared that it might not work. IIRC they just weren't showing up. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
panarchist replied to Ger_space's topic in KSP1 Mod Releases
You'll get that message if any other vessel (including debris) is within 260m of the hangar. In your last pic, those objects look like they might be inside the 260m limit. -
@Sir Mortimer - Can you please update the Requirements section of the OP to include the dependency on Harmony? Thanks!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
panarchist replied to Ger_space's topic in KSP1 Mod Releases
And then you can even store actual airships in there. ;-) -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 There may be an issue with the Heisenberg IVA under 1.11.2 - I am going to verify in a stripped down install. RasterPropMonitor works fine with ALCOR and others, but in Heisenberg the HUD is opaque and HUD and MFDs are blank / dead. This is a heads-up, I need to verify on an install with just JSI and Heisenberg - my current install (new computer) has 136 mods so if it persists on the bare bones version I'll get you a screenshot, logs, etc. EDIT - Looks like a mod conflict, it's not present in the bare bones install. If I can isolate it, I'll follow up with the conflicting mod maker. Given that it's specific visual elements and how they display, I'm going to guess Parallax or one of the other visual mods is the culprit. Probably ReShade. In any case, not a Heisenberg issue, so you can ignore it. -
Built a new airship aircraft carrier, and parked it in the airship hangar at KSC:
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
panarchist replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I successfully parked one of my airship carriers in the airship hangar from Kerbinside Remastered. For reference, the maximum length you can fit in there is about 90m. AS-04 is 85m long. 90m would be completely clear of both door areas. Not sure when it would exceed the safe area, or if clipping would destroy the airship. (Didn't want to find out yet) If it's safe all the way to the actual doors, then you might get 110-120m airships in there, but it would be really tight. -
Ah - yeah, I only did it with a small reactor, so I can see how that would be a pain. That's actually one of the most complex issues in space travel, and a serious problem for any ship with a high energy density powerplant or propulsion system. There's just too much heat being produced that can't do anything really useful. The exception being electrical power generation from the waste heat of the propulsion system - but that only extracts 1/3 of the energy and the other 2/3 remains lower temperature waste heat that needs to be gotten rid of. Unfortunately in space you can't shed heat from the vessel via conduction or convection - only radiation, and space is the universe's best insulator. (hence why we "put" vacuum in our thermos bottles)