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panarchist

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Everything posted by panarchist

  1. And when editing an existing base by spawning there, it's a good idea to either drive away first, or build a very crash-tolerant vehicle. I use a rover with all the external-most parts rated to 70m/s+ impacts, because I don't want to take the time to drive away - I'm editing several dozen launchsites to reposition on a 2.7x scale Kerbin (which puts most of Kerbinside Remastered underground / underwater). On the rare occasion when the rover blows up and kills Jeb anyway, I finish editing, and then revert to launch.
  2. Thanks for catching that - I've edited the code in that post to remove the extra hl10Type1Extension.
  3. Someone on the Kerbalism end would need to step up and do that. (meaning some volunteer would need to create the configs for it and do a PR to the current Kerbalism maintainer to have it included in that mod. Most of the KSP modding community has moved to that model.
  4. Yes, and they were also complaining BARIS wasn't "realistic" - this is why @Angel-125 added the quote in the BARIS OP about realism and little green men. It's also why BARIS was pulled for a week or two and grudgingly restored, with much less publicity and fanfare. (Thanks Angel-125 for restoring it - I've been a happy user of BARIS since the start - it's still my favorite part failure mod) So this one has a lot less baggage, and the benefit of experience. I'm looking forward to seeing how it develops.
  5. Sandcastle is Angel-125's base building mod for the Wild Blue constellation.
  6. RefLat and RefLong are only used in group objects. A group is simply an anchor - and yes, they're planetside coordinates. It was implemented several versions of KK ago (after AlphaAsh left) to solve the specific issue you're talking about. A group can hold any number of objects, including 1. The primary advantage to a group is that you can move a Group Center, and it will move all the objects associated with that group as one, maintaining the relative location.
  7. Assets are normally associated with a Group Center. The Group Center uses RefLatitude and RefLongitude for location, with SeaLevelAsReference and RadiusOffset for the height. Individual Assets ("Instances") use RelativePosition, which is the distance (in meters, I think) from the RefLatitude and RefLongitude of the associated Group Center. (Instances have a "Group" attribute) RadialPosition is the vector from the center of the body that a static is placed on when it has no associated Group. GER-Space has a definition in the KK Github wiki. You're probably best off creating a Group in the location you want and then assigning your objects to it.
  8. Awesome, thanks! re: evileye.x's comment - Kerbalism is the opposite of simple and lightweight. It's pretty outstanding, but kind of an all-or-nothing deal, it doesn't play with others well.
  9. The OP has both https and http links. It's pretty rare now, but not long ago there were still a fair number of people not using https or using browsers which didn't fully support the protocol. The OP is 8 years old. If you want someone to explain why they're not using the SSL link, well that's another story and a good question.
  10. Maybe a flying pony? (or not, I mean any pony can fly with enough boosters)
  11. Looking forward to that - is there a dev thread for it? I sincerely hope there will be some way to opt in other parts (by adding a PartModule or something) so that intrepid patch writers can create optional addons for those of us who want the chance of a 'chute failure, or tanks leaking, or whatever. If that's not going to open a giant can of worms, that is.
  12. Are you trying to use it in an atmosphere? Because it only works in space.
  13. Compatible, yes. Whether or not someone has actually written the config file to put them in the tree is another matter - probably best to ask in those threads, since they would be maintaining any such patch file.
  14. I know - I was talking about reality and what's "realistic". That was actually the point, that of necessity it's going to be an abstraction.
  15. Seems like a temporary fix would be to delete the baris.ksp file - that's the KSPedia file, which isn't actually necessary for BARIS to run.
  16. Good to know, thanks. Hard to say what's "realistic" - not all RF frequencies are bent by the ionosphere, and those that are vary by frequency. I'd imagine that anything below 0.9 isn't realistic, because when the ionosphere bends a signal that much, it tends to stay "trapped" in the layer - which is how ham radio signals can communicate with other stations hundreds or thousands of miles away on Earth. Most of the space communication frequencies are high enough that the bending wouldn't be that significant - although GPS sees significant bending, so who knows?
  17. It's a shame it's not more configurable - IRL planets w/o an atmosphere would have an occlusion modifier of 1, but with an atmosphere, some wavelengths can bend partially around the planet, and might have occlusion modifiers closer to stock. That may be *why* they aren't "1" in stock for all I know.
  18. That's a legitimate concern, but honestly, no one should be dropping any LS mod into a save halfway through. It almost always results in starving/suffocating/dehydrated kerbals in pre-existing saves.
  19. 2.5 rescale will definitely cause certain elements to be misaligned, or above / below ground. You'll need to do manual edits to correct it.
  20. Dauntless Orbiter mod files: http://spacedock.info/mod/239/KSOS:%20Dauntless%20Orbiter Space Station mod files: http://spacedock.info/mod/241/KSOS:%20Space%20Station Super 25 Orbiter mod files : http://spacedock.info/mod/240/KSOS:%20Super%2025%20Orbiter Space Center Vehicles mod files: http://spacedock.info/mod/242/KSOS:%20Space%20Center%20Vehicles
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