GavinZac
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Everything posted by GavinZac
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
GavinZac replied to SirJulio's topic in KSP1 Mod Releases
Can confirm this happened to me on Minmus, had too much fun flying around on the jetpack and lost all my orbital science. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
GavinZac replied to Nereid's topic in KSP1 Mod Releases
If you look back through the early pages of the thread, it's explained how to award ribbons manually (editing the text files). -
Well, removing it didn't stop the slaughter, but seems to have fixed the timewarp buttons. Going to check other mods but not many have updated lately that affect the in game scene. Edit: Spoke too soon. Evidently I did not delete it correctly. That's what happens when you're going a bit mental. Testing again. Edit 2: Removed it thoroughly and just had my first non-lethal flight in 9 launches. Going to try it again to see if I just got lucky. If it starts coming near to 'proven' I'll list out the (many, I recently attempted to copy Scott Manley's Interstellar Quest setup) mods I'm running to see which might conflict. Edit 3: Second non-lethal flight completed having removed this properly. Timewarping working as per normal without it installed. Could it be something to do with textures, or draw distance? hmm. Going to re-install a couple of other mods for one last check and then will list the potential conflicts. Edit: Third non-lethal flight completed having removed this mod. Sherberry Kerman is either blessed or this mod was the problem. Here's my (long) list of mods installed, to give an idea for conflicts. However, since this seems to muck about with draw distances, it could just be a stock config problem.
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Well, I sort of have that issue too. I can warp just fine with the key controls, but the Timewarp bar in the top left doesnt do anything and doesn't accurately reflect the mode it's currently in. Removing the mod and seeing if it fixes both issues. Will probably have to restart my game also, since my 7th Kerbal in a row just died. Pretty sure that's the end of a space programme.
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I've had some strange issues too since installing. 4 flights in a row have ended due to suddenly stationary panels which evidently destroy the entire ship. And I'm playing with permadeath. Gah. Ford 2 Minmus Flyby Failure Destroyed Bob Killed Midair Collision "Crashed into panel" Ford 2 Minmus Flyby Failure Destroyed Jerman Killed Midair Collision "Crashed into panel" Ford 2 Minmus Flyby Failure Destroyed James Killed Midair Collision "Crashed into panel" Ford 2 Minmus Flyby Failure Destroyed Henvin Killed Midair Collision "Crashed into panel"
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
Coincidentally I did the same thing a couple of days ago. I brought it down to 10,000 at first, and was quite disappointed that I'd pushed that big heatshield all the way to the Sun with Ion engines for the sake of 15 degrees celsius. The next orbit around I purposefully crashed into the Sun, and the 'stock' overheating just completely obliterated the craft in 1 second at 1,000m as usual, despite the temperature never 'really' going above 15 degrees. Quite disappointing. I would love to see proper massive heating coming from the Sun in DR. I know it's about atmospheric heating, but I think it should fit within the scope of the project. Even if it was just that the craft started to burn up before the 1,000m 'surface' explosion.- 5,919 replies
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
GavinZac replied to blizzy78's topic in KSP1 Mod Releases
Is there a way for it to show the current manouver node's details? Apoapsis, Periapsis, closest approach to target, etc? This plugin has made my manouvers precise, but take much longer, as when I'm pressing buttons the details hide themselves, and the 'click to pin' details thing either doesn't work or decides to paint all the details on top of each other. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
You could do that (you'd have to change the formating quite a bit) but you don't need to: the ModuleManager.dll does the job for you, so that: 1. You don't have to go through everything and change it by hand, it uses the special formating to add or change bits automatically 2. It doesn't touch the original file, so that if the original is ever updated, you can just remove my config and it will continue to work as previously. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
Your question doesn't seem to make sense, but this is how to install it, working fine. 1. Download DSM from Spaceport http://kerbalspaceprogram.com/deep-space-mission-pack/ 2. Download ModuleManager http://www.sarbian.com/sarbian/ModuleManager_1_5_6.dll 3. Download the config file for DSM http://mononyk.us/dsm.cfg 3.B (Optional) Install Kerbal Attachment System to use the cargo box properly. http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1 4. Put all in the GameData folder. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
Great. I'll give this a go. Not sure how to scale the ElectricCharge rate to kilowatts but will put it up to 150%. i'll make the changes in the config file too, no harm in changing it early. Edit: File updated. Still at http://mononyk.us/dsm.cfg (Right Click, Save As, if your browser is opening it as text) -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
Super! Thanks for the explanation; I had been thinking in terms of gameplay balance rather than technical aspects (which you are clearly more knowledgeable about than I). I'll probably change it in my own game, perhaps not quite down to 1.5 but certainly less than 16 - the damn thing is making even my Mainsails cry, so the actual gameplay is suffering. The poor Ion engine will have to push the thing soon and it's not looking forward to it. At 1.5tons it would be a no-brainer to include it in any moderately sized craft, negating the point of an RTG or even the large solar panels. I'll put the weight a bit higher than that if I can't think of another "downside" to give it. Of course, my config file is plain text, commented fairly and pretty easy to edit so feel free to put whatever you think best in the meantime. I'm not sure anyone is going to make an IVA for a mod they can't distribute or guarantee the future distribution of. I am moderately tempted to write a little plugin that sings 'Daisy, Daisy, give me your answer, do' whenever you do a crew report in the Discovery Orb Pod, though. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
No, as I said above, nothing in that file is from kockaspiton's release, except the titles of his parts, which I'm sure can be fairly used in a text file just as much as they can be used on here. Saying "DSMStrut" is fair use. Saying "Make DSMStrut weight 10tonnes" is fair use too. Distributing his models, writing or textures would be breach of copyright. As a test, take my text file and place it in the GameData directory without the DSM pack. Nothing happens. ModuleManager looks at it, squints, shrugs and moves on. This is because there's no "code" (really model files and property definitions) included from the DSM pack. A comparison would be people who distribute craft files of crafts with modified parts in them. The craft file references the mod parts, but they don't load unless the mod is actually there. It's just a reference; the whole of academia would fall apart if intellectual property could not be referenced in other works. The restrictions are against reproduction or redistribution. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
GavinZac replied to Nereid's topic in KSP1 Mod Releases
Those are pretty nice ribbons! Probably a long way down the road, but a 'nice-to-have' feature would be in-game design of ribbons, or even just random shuffling of ribbon elements until one you like comes up. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
You can subscribe to a thread and receive notifications when it is updated using the Thread Tools near the top of the page. The forum will then notify you - even by email if you want - when the thread has a new reply. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
GavinZac replied to kockaspiton's topic in KSP1 Mod Releases
GavinZac's fixes for Deep Space Mission Pack: Because I want it. Added to tech tree in sane places Non- or legacy-functional parts updated to work with 0.23 Some tweaks to make it more sane in Career Mode Fixed Hungarian-ness to Irish-ness: Comma-for-decimal replaced by period in the title, because it was bugging me (e.g. 2,5m = 2.5m). Not sure if a license is needed for a ModuleManager config, but anyway, it's Creative Commons Attribution Non-Commercial (do what you like with it, except selling it, or claiming it as your own work without crediting me). Requires latest ModuleManager.dll, or at least one that supports Sarbian's extensions. Requires latest/last Deep Space Mission Pack, obviously, because this is a non-derivative work - it contains nothing created by the original DSM maker (beyond the titles of the parts). Install by putting it anywhere in GameData so that ModuleManager.dll can see it. Download me now! Once you've build your pretty interplanetary spaceship, no doubt with the priority being making it look awesome, why not check where it can go? WhereCanIGo? is a helpful little tool that tells you, based on your delta-v, where in the solar system you can go from Kerbin's surface or Low Kerbin Orbit. It's basically a delta-v map, in reverse. One day I'll make a plug in for it, but for the moment it's a little online thingimajig. DSM25mLongCommandPod and DSMSpherePod fixed, added to techtree alongside Mk1-2 Pod. Crew Report added, Science Container Added, now-standard small MonoProp storage added. DSMAsas and DSM25MCentrifuge fixed, added to specialized Control (alongside large ASAS), torque AND electrical requirement increased to make them useful but not OP. DSMNuclearReactor added to Specialized Electrics (alongside RTG), weight doubled to reflect its large size and (far) overpowered electrical-production-per-weight compared to the RTG. Yes, it's a challenge to get into space, but damn, it's a full, working nuclear reactor. At least it's aerodynamic compared to plastering RTGs over everything, and saves you having a thousand solar parts. Your RAM thanks me. DSMBattery added to Specialized Electrics alongside large stock battery. MASSIVE Buff to the battery; weight kept at 3 tons as original, but (assuming half is battery and half is xenon containment, as the capacities suggest) ElectricCharge multiplied by 750% and Xenon multiplied by 2000% to reflect the weight difference between this and the very light stock parts. Too much? Well maybe the stock ones are overpowered for their sized, but I'm not changing *them*. Added a title that matches the other items, since it was just 'battery'. DSM25m4XEngine added to Nuclear Propulsion next to LV-N. Updated with some new properties to keep it sane and stock-like. Mass multiplied by 6. That's a lot, but scales with the thrust. Otherwise it's just a cheaty part with no reason to ever pick LV-N. Electrical generation increased to match that of the little LV-N. I haven't scaled it up any further. Hey, go use the Nuke reactor... Overheating animation added, but heat production reduced to half what the stock nuke engine produces - it overheats too much. This is advanced technology, so, er, they've fixed that problem? DSM25mIonEngine added to Ion Propulsion alongside normal Ion Engine. Scaled up the mass (again) to reflect its much greater power than the little Ion Engine. it produces 40 times the thrust, so I made it a bit less than 40 times heavier (to reflect some economies of scale), and included twice as much resources to make up for any annoyance thus caused! DSM Fuel Tanks added to the Tech nodes of their nearest 'neighbours' in the stock fuel tanks. Since they actually have a little bit lower capacity than usual originally, I increased their strength a bit, to give a reason to use them beyond looks. DSM25mDecoupler added to Advanced Construction alongside similar stock decoupler. Small weight increase but improved strength to scale with the default stronger decoupling force. (So it's kinda different, ok?) DSM25mShortDecoupler added to Advanced Construction alongside similar stock decoupler. Small weight decrease, because for some reason it was *heavier* than the larger decoupler in the original release. IDK. DSM25mToStrut adapter added to Specialized Construction alongside stock girder adapter. Slight buff to strength to at least match the (smaller) stock. DSM125mNoseCone added to Stability alongside stock nosecones. Should now be compatible with both stock Squad stability improvements, and FAR nosecone awesomeness. DSMStrut added to Advanced Metalworks alongside stock truss. Can now be attached radially, like the stock truss (experimental). Increased the strength to match stock truss. DSMStrutHub added to starting tech alongside the original little girder. Made to be at stronger than the original little girder, but cannot be surfaced attached, because logic (it's four sided). DSMStrutCargo added to Specialized Construction alongside other trusses. Kerbal Attachment System container module added. Shouldn't break anything if KAS is not installed, I think. Justifies the increased mass. Moved to Utility alongside Hitchhiker and KAS boxes. Still carries Kerbals, for some reason. Meh. Perhaps it's for dead bodies? DSMStrutDecoupler added to Specialized construction alongside other truss stuff. Made it surface attachable, because who doesn't like new ways to break things? (Experimental). Fixed typo in description because *twitch*. Some credit given to myself, because why not? Delete the last line if this offends you. ALL OF THE PARTS IN ONE SHIP: And it still doesn't take off. This is, unsurprisingly, a set of things that only really works in space. -
SkyDrive won't let me have the file.
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Well, the cockpits have an obvious up and down (and thus, left and right) and are mirrored properly in the SPB in a way that they aren't in the VAB - the VAB puts them opposing each other, for vertical symmetry.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
GavinZac replied to TriggerAu's topic in KSP1 Mod Releases
Similarly, I'd like it to be able to look ahead of the next transfer, and schedule 2 or 3 Eve transfer windows at the same time, for example. I like to 'prepare' for manned interplanetary missions, for example by probe-ing the lander and return vehicles there ahead of the actual kerbonauts, to minimise risk, launch size and time spent in space for each Kerbal (I'm not playing with Life Support at the moment as neither mod is currently in a suitable state, but I like to play as if it matter anyway.) Also, a calendar view would be awesome. Obviously the months don't have names (months are never really used in the game) but being able to see the launch dates in the familiar format would be very pleasing. And using things like raw time alarms we could 'mark' special dates, e.g. the launch date of a particular mission, the date of the first moon landing, etc. -
The opposite of a problem: Where Can I Go?
GavinZac replied to GavinZac's topic in KSP1 Tools and Applications
Wouldn't that change depending on the date in your game? I suppose, since everyone's Kerbal system starts off the same, it could just work it out from a date you've supplied. Much as I like pageviews, it is possible to get those dates from Kerbal Alarm Clock, by asking to set an alarm for the next transfer window to whichever planet. I highly recommend the plugin itself anyway (it has completely changed the way I play the game, allowing fine grained control of multiple missions at once is great) so you should check it out. I'm working on a Real Life project at the moment so I'll add that possibility to bottom of the todo list. Thank you for the suggestion and kind words.