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PrivateFlip
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Everything posted by PrivateFlip
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Some mods do, some do not work (yet). Parts mods have to alter the config file of all their parts slightly to make them compatible with .22, but most of the bigger part mods have already been converted by now. If you check the release thread or spaceport page of your favourite mod, the developer usually mentions if the mod has been made compatible with .22 Data is saved automatically if you select to keep the data. The doors close on experiments if you choose to reset the part, but this also deletes any data stored. In my experience Minmus does seem the place for things to sink through the ground (it's definitely made of ice cream). Had flags falling through the ground there in .22 but also in previous versions.
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+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Hello MuadDib, I did not experience such a problem myself in testing as well as my main game, but I've looked into it again in response to your comment. If I install the mod after I unlock the node I do get a notice in the VAB requesting me to purchase it in R&D. In the R&D I then click the supply mod, which up to that point is set to '60000c'. It gives me a popup asking me if i want to research the part. Clicking research shows the part as 'owned'. Going to the VAB now allows me to use the part. If I install the mod before researching the node the part is immediately available. I'm therefore unable to reproduce the bug at this point, however, looking around, I do find similar problems with other mods on the forum. The OP in this thread is experiencing a similar problem with mechjeb. And this one too. This thread describes something similar with the Z-400 Rechargable Battery In this thread Tiberion mentions the following two solutions: Does any of the above apply to you? If not, could you send me your savefile? This will greatly help me in tracking down the issue. (The savefile is called "persistent.sfs" and it can be found after opening the folder corresponding to the game you are experiencing the problem in the '/saves' folder in your main KSP directory.) -
[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Yes, fuel is handled correctly, so in your example fuel would be expended at a level you would expect for an engine running at 80%. -
[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
With the current mod I don't think it's possible to do so. I could create action groups for each extra throttle so the user could map a key to the action group. The user could then of course map this key to a button on a joystick, but for an additional throttles to be bound to an axis I wouldn't know how to facilitate that at this point. -
Interplanetary stage design
PrivateFlip replied to spudman2's topic in KSP1 Gameplay Questions and Tutorials
parachutes, solar panels, landing legs, a rocket scientist can't think of everything all the time. Good luck with your powered descent -
Interplanetary stage design
PrivateFlip replied to spudman2's topic in KSP1 Gameplay Questions and Tutorials
Have been using the same principle for my own interplanetary tug. Having the engine to the sides also allows me to attach some additional stuff behind the craft like extra fueltanks or a small satellite. There's no design like overdesign: -
There are dozens of threads going up around the forums discussing the new science system. I believe a part of the perceived issues have to do with the prominence it currently has to us as a new feature and in the absence of the rest of career mode. Firstly because it's a brand new feature we're all diving into this, trying hard to earn the points as fast as possible to explore the feature and because we're all so very good at the game we're burning through it. This will be very different for the new player, who's primary problem is to build an adequate ship to get to orbit, just like we once did. The focus for this player will experimenting with ships. Science will be there alright but the player won't be as occupied with it like we are now. Also in the future science will only be one part of a much larger career mode. This will reduce its prominence and some of the debated aspects of the mechanic will matter less or will be actively mitigated by other game elements of career mode, like economy and missions. These other elements will force constraints on the player and set goals aside from the ones the science element now provides and they will likely intertwine with the science system in multiple ways. I in no way want to prevent discussions, suggestions or criticism about the science system; there's plenty to discuss and there are things I, at this point, think should be implemented differently, but I believe we should be at least somewhat careful with statements like "it should be completely redone" at this point. My two cents.
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+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
You actually don't see any ships delivering fuel. You make a delivery request from the Logistics Hub and a few days later the fuel is made available in the part or in the station the part is attached to, so don't expect to come across any vessels ala 'SpaceX Dragon' en-route to the station. I'm afraid you might be disappointed, because before you can actually can get the Logistics Hub to deliver fuel to you, you have to first activate it by delivering very big quantities of fuel to it. So if you're not yet able to get ships with much fuel left to orbit, you won't be able to activate it in an appreciable time. (I of course do not know exactly where you're at in the game and how much fuel you can deliver if you make a dedicated fuel supply ship) The mod is aimed at players for whom delivering huge amounts of fuel to kerbin orbit is becoming somewhat repetitive. To this end the mod is intentionally 'nerfed' this way so only players who have already developed good fuel supply capabilities within their own space program can at some point outsource this capability. The primary reason why players, who use this mod, want this is because the fuel supply missions themselves can become a little boring after you've done a few dozen of them. I realize this also ties to my answer to SmiteZero suggestion: the mod is more aimed towards being a balanced utility which allows you to better enjoy other parts of the game. I hope this cleared things up and thank you for taking an interest in this mod! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
PrivateFlip replied to TriggerAu's topic in KSP1 Mod Releases
You'll be pleased to know this is already in the mod! And I agree with you, this is really a must have mod especially when doing interplanetary missions. -
[0.23.5][Obsolete] Multiple Saves DA v018
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
This plugin is compatible with .22 -
+ [Part] [1.6] Davon supply mod v025
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
bump Update: Made mod compatible with KSP .22 by adding the logistics hub to the “Specialized Construction†tech tree node. Preliminary testing shows the plugin and part to still be compatible with the latest version of KSP. Some more extensive testing will be completed in the coming week as the plugin has had some unforeseen issues come up despite testing in earlier releases. Planned features: -to also have the ability to have Kerbals brought from and to the station. Khaoscorp has already placed hatch to this end when making the new model. -next KSP update when economy is likely to be introduced I will have the Logistics Hub bill the player for all deliveries. -
[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Update: -Made mod compatible with KSP .22 Decided to add the part to the "Specialized Control" tech tree node for now. Testing showed the the plugin was still functional. Not much more to add. I am planning to update the GUI style and layout to something more pleasing on the eye in the near future. Aside from that I do not have any concrete planned features. -
Like the design of the your orbital recovery probes. Do they have any regular engines hidden somewhere or is just rcs? The Kadir - fuelsupply ship. Its main job shuttling fuel between the spacestation and planetary tugs in kerbin orbit. In practice it's also ends up doing the rescue missions not unlike the ones your recovery probes execute
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[0.23.5][Obsolete] Multiple Saves DA v018
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
This was my understanding when picking the name. To me a save is one savegame instant. A quicksave to me is just such a save which you can do quickly, by the press of a button. This is how it works in other games where you have quicksaves, autosaves and the regular saves. So calling it 'multiple quicksaves' would be a misnomer to me because you do have to open a menu to access the option. -
I think you just didn't believe in it well enough to succeed
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[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
PrivateFlip replied to HoneyFox's topic in KSP1 Mod Releases
It's real: source -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
PrivateFlip replied to HoneyFox's topic in KSP1 Mod Releases
Great mod for the extreme realism player. I unfortunately am not such a person yet. It would open a new element of gameplay; having to get it right with only one more igniter to go. -
This mod is obsolete since 23.5 (Alt-F5 and Alt-F9 or linux equivalent now provide same functionality.) This mod allows you to use multiple savegames. Savegames can be managed from a simple menu which allows you to name, save, load and delete savegames. Menu can be minimized. Download on Kerbal Space Port version 014 (source code and license is part of the zip) released under GPL (GNU General Public License) Compatible with KSP .21 .22 and .23 version history v018 see post v017 -brought saving behaviour in line with the now very relaxed saving rules of version 23.5 v016 -saving should now exactly mimic KSP's own restrictions -made mod compatible with Kerbal Alarm Clock's backup saves. These saves can now be loaded and are placed at the end of the save list. v014 -saving while in flight or when vessel is throttled is now prevented to more closely mimic KSP's normal saving and loading limitations. v013 -integrated Blizzy78's Toolbar plugin v010 -the basic save and load functionality
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Rendezvouz Tutorial by blizzy78, explains the most basic principles
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[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
Yes, I'm familiar with the mod and I assumed the same. Already tested Kerbcom Avionics myself and, after ZRM added gimbal support, the behaviour is quite astounding. Unfortunately the stock engines don't have a big gimbal range so it fell a little short of what i had expected it to be. That said, it's still far more useful than my solution. It's always hard to kill your darlings. Update: Modified the mod so the engines follow the natural spool up time for engines on which it applies. Timed it with a stopwatch and acceleration and deceleration times are 'identical'. -
Mun-trapped! MechJeb can't help you now...
PrivateFlip replied to Galane's topic in KSP1 Challenges & Mission ideas
Got the same feeling. I've jet to be in on of these (in)famous mechjeb discussions and I hope not to get in one by responding to this thread. I've never used mechjeb so it could be mechjeb flies way more efficient mechjeb than me but somehow I don't think it's an amount which would make the difference. If it was I would definitely want to know what it does what I can't or don't do. (What I do is burn prograde when my ship is "in front" of the Muns orbit around Kerbin until you reach escape velocity and after escaping I just burn retrograde until the orbit dips into the atmosphere.) -
[1.6] Davon Throttle Control systems mod [v088]
PrivateFlip replied to PrivateFlip's topic in KSP1 Mod Releases
First of all thank you for the feedback, it's always nice to know someone is using your work. The effect you mention is a known issue/feature. It could change it back to the normal behavior, but this made the center thrust mode more acute. However from the feedback I've gotten from people actually using this mod nobody appears to be using this mode, which is interesting because it was the reason to make the mod in the first place, so I might change it to approach the normal behavior in future updates. -
Replace one part with another
PrivateFlip replied to apfelbeck's topic in KSP1 C# Plugin Development Help and Support
Ah. I'd mistaken you for a beginning programmer, please read my previous response in that light. Like Faark said Install a dedicated modding instance of ksp and unload the majority of standard parts. As for documentation Documentation for the KSP API and Plugin Posting Rules And Official Documentation. Although my suggestion where to start would have been in the same direction as Faark mentioned, his quick tips are already far more detailed and knowledgeable then the cues I can and could have supplied you. -
Replace one part with another
PrivateFlip replied to apfelbeck's topic in KSP1 C# Plugin Development Help and Support
Is it possible? I wouldn't say no, but this isn't going to be simple as far as I can see. I'm assuming the purpose of this mod would be to increase the structural strength of the connection. On the one side I would like to help you get starting on modding but I'm kinda wondering if this particular mod will be worth the effort it would take to get it to work. If you really want to make this for a specific reason I'm willing to give you some tips where you could get started, without any guarantee of success from my side. If you want this just because you thought it was an easy thing to start out with, maybe look for another mod idea. But I'm a cynic and maybe you should ignore me. Why don't you first pitch the idea in the Add-on Requests and Support section (also explain what what you think the the practical use of this mod will be) and gauge the responses.