JackGruff
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Everything posted by JackGruff
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Would it be possible to show the in-flight trajectory only if it's sub orbital?
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- atmosphere
- trajectories
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Would it be possible to show the in-flight trajectory only if it's sub orbital? Edit: Nevermind, wrong thread.
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So this is probably a bit out of your scope, so sorry if I'm wasting your time. I vaguely remember a mod that applied techtrees allowed you to choose the tree at the start of career. This was great because you could keep the same install and try out different careers. Could you emulate this somehow?
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[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]
JackGruff replied to Malah's topic in KSP1 Mod Releases
Perhaps you could explain how this is different from the simulate function in Kerbal Construction Time? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
JackGruff replied to ferram4's topic in KSP1 Mod Releases
https://twitter.com/KerbalSpaceP/status/563862958942334976 Hopefully this implies ferram won't have much of a problem with FAR working in 1.0.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Do you feel KSP is ready for 1.0?
JackGruff replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
I accidentally voted yes, probably cause it's 5AM. Doesn't seem like I swayed the poll, exactly. I don't know about that. For performance, I imagine critics will be reviewing on modern gaming machines so I doubt they'll experience what the majority of the community will. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
JackGruff replied to cybutek's topic in KSP1 Mod Releases
Would it be possible to display my expected periapsis for the next SOI I'm going to enter? -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
JackGruff replied to pizzaoverhead's topic in KSP1 Mod Releases
http://www.nexusmods.com/newvegas/mods/35330/? You guys may or may not like having these tracks in space.- 779 replies
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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
JackGruff replied to r4m0n's topic in KSP1 Mod Releases
Some ideas: 1) When the user selects a tree, the window shows a description of the tree, its mod dependencies and mod recommendations. From this TreeLoader can warn the user if they are about to use a tree they don't have mods for and also, I think more importantly, can read a message from the author about the tree itself. This lets them know if they are the intended audience and whatever else they may find interesting. There could be a syntax in the tree.cfg to declare these 3 new bits of information. 2) TreeLoader searches a directory for trees so you may easily use trees not bundled with it instead of swapping tree.cfg files. If I've made a fool of myself here, let me know -
The old link is still in the OP. You have references to Muziker but it is out-of-date. You have links to http://forum.kerbalspaceprogram.com/threads/54776 but it is unmaintained and also overwrites Squad assets. Have you thought about putting all of this on some wiki?
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[0.90] Kerbin Shuttle Orbiter System v4.13
JackGruff replied to helldiver's topic in KSP1 Mod Releases
I'm seeing some mods are now stating this. Why? Is it because you are sure your mod is definitely going to use to much RAM otherwise? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
JackGruff replied to erendrake's topic in KSP1 Mod Releases
Could we have a button with blizzy78's toolbar to open the terminal? I hide the part away in a compartment. -
So... this isn't a cheat option?
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How to rendez-vous with an asteroid?
JackGruff replied to goldenpeach's topic in KSP1 Gameplay Questions and Tutorials
I think you may have forgotten that you can right-click the asteroid, target center of mass. Then rotate the vessel so that it faces the new target. Then you can lock the clamp to make the connection between the asteroid and your vessel rigid. -
[ANY] FloorIt redux - press Z for 100% throttle
JackGruff replied to longbyte1's topic in KSP1 Mod Releases
I'm guessing you may replace KeyCode.Z with anything you want and then compile. -
[0.24.x] Stock ReBalance v1.4 | 11/09/14
JackGruff replied to stupid_chris's topic in KSP1 Mod Releases
Maybe you could have a look at the parachutes? The radial one has less mass but drags the same as the regular one when deployed. The masses for the ASAS module large, inline reaction wheel and inline advanced stabilizer also don't make sense given their torque/abilities. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
JackGruff replied to BlackNecro's topic in KSP1 Mod Releases
6S Service Compartment Tubes http://forum.kerbalspaceprogram.com/threads/61040 https://drive.google.com/file/d/0B_vYVv06P5ivb1MwcjZDbzNjZkk/edit?usp=sharing Click "File" > "Download" You're free to add this to your mod. I am concerned with the contrast for "On". I made it based on the link in his signature. -
I've always thought needing parts to be immersion breaking. It doesn't make sense to me. Every bit of funtionality that kOS would need in RL could concievably be provided in the space of the probe cores and command pods. Or you imply that they cannot fit a CPU or hard drive in there? That's silly. But to appease both crowds, I would just make it a single line in a config like you said. Part-less mode: works as long as there is a command part of any sort (except chairs, I guess). Part mode: needs the part. Simple.
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Great work! I prefer something like this over PartCatalog as you don't have to worry about icons missing, you can just see the names of the mods.
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Whatever you do, please make it part-less. It's display can be toggleble via http://forum.kerbalspaceprogram.com/threads/60863