GavinZac
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Everything posted by GavinZac
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This puts the BeenThereDoneThat onto each pod, with the justification that it's not so much a scan as a log of places that you and your ship have been. It will also show the map you have revealed. @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 power = 0.1 scanName = BTDT scan } } However, if you don't want that, you can use @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 power = 0.05 } } Which is pretty much just the MapTraq, i.e. like a GPS. The EditorExtensions one is this: @PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]] { @RESOURCE[ElectricCharge] { %isTweakable = false %hideFlow = true } } Which fixes some incompatibilities between the new tweakables and the EditorExtensions mod.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
GavinZac replied to rbray89's topic in KSP1 Mod Releases
That's what I meant by 'experimental'. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
GavinZac replied to rbray89's topic in KSP1 Mod Releases
Any reason to update if we were on the last experimental? -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
GavinZac replied to ferram4's topic in KSP1 Mod Releases
It's in alpha. Mods are not supported. Steam has a "never automatically update this game" feature; and Squad has declined to include any DRM so to keep old versions you just need to move the Kerbal Space Program folder anywhere outside its original directory. You can have as many copies and versions as you like and they won't interfere with each other.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Not at all. I write some MM configs but I think I got that MechJeb one somewhere else - the additional 'unlocking' portion, I mean, the MechJebCore thing has been around as long as MM has. I license all of my own configs as being Creative Commons and I don't think anyone could claim ownership of them anyway as, well, there's only one way of doing things and it doesn't involve much in the way of work or creativity. I do suggest you keep the Protractor and MechJeb parts in their own files, lest you need one day to activate or deactivate one, or to quickly find where one is to edit it. As an example, here's the contents of my mm_configs folder - if they were all kept in one text file it'd be a disaster: b9_remove_rcs.cfg FAR_RealChutes_mm.cfg kill_graphotron.cfg A_Mechanic_Is_Jeb.cfg b9_UnofficialUpdate_mm.cfg cacteye_fix_mm.cfg cp_airbags_mm.cfg DeadlyReentry_B9_mm.cfg DeadlyRentry_Stock_mm.cfg dsm.cfg EditorExtensions_electric_fix_mm.cfg FerramAerospaceResearch_Stock_mm.cfg GrappingDevice_to_Interstellar.cfg hexcan_techtree_mm.cfg KerbalEngineerRedux_all_mm.cfg LLL_fixes.cfg magneto_sensor_mm.cfg MechJeb_all_mm.cfg no_MFT_mm.cfg Protractor_all_mm.cfg RPM_debloat-support-patches_mm.cfg SCANSAT_BTDT_all.cfg TAC_for_Porkworks.cfg Telemachus_mm.cfg
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
GavinZac replied to ferram4's topic in KSP1 Mod Releases
Astoundingly so. I was aerobraking at Eve and though it would be smart to stick a couple of them on a probe so it didn't have to dip so far into the atmosphere to be capture. The damn thing dropped like a stone* *I am aware stones do not drop when re-entering...- 14,073 replies
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- aerodynamics
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Sorry, you need to use ModuleManager.dll, and make a text file called SomethingAnything.cfg, put that text in it, and put it in your GameData folder somewhere. to save yourself the trouble of making the file, here's one I made earlier. You'll have to get and install ModuleManager yourself but it's very easy. Right click and "Save As" into your GameData folder: http://mononyk.us/GrapplingDevice_to_Interstellar_mm.cfg
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
GavinZac replied to Nereid's topic in KSP1 Mod Releases
I wonder if we can get 'captured Asteroid' ribbon, for having a ship that has an asteroid as a part of it (to describe how the new parts work) in a stable orbit around any body but the Sun? It seems to me the logic is there for it to be able to detect the condition -
Yeah it should appear in Sandbox but in Career it's on a 'new' tech node called Actuators (which might mean we get more cool robotics parts in the future!). Since Interstellar doesn't have this node in its tree it doesn't appear. But that little MM config above will fix it for the moment until the KSPI techtree is updated.
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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
Ahem. Yes, I'd like this also, but I don't want to tax Trigger too much! Maybe it could include a configuration flag to make it verbose or not verbose when debugging -
They look fine, oddly enough. And ModuleManager.dll is definitely present, itself? You can write a more concise MechJeb applier, that also includes the new features for 'unlocking' abilities in the techtree. This is mine: @PART[*]:HAS[@MODULE[ModuleCommand]] { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } And Protractor is even shorter: @PART[*]:HAS[@MODULE[ModuleCommand]] { //enables Protractor on all pods and probes// MODULE { name = ProtractorModule } }
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If you haven't tracked them for a while, I think they go back to being unknown. Also, you can just hide them from the tracking station where their existence will then not bother you. Meanwhile, this will work to add The Claw to the Interstellar tree, temporarily until the Interstellar tree is updated. I chose Meta Materials as that is where the KAS grappling hook is. @PART[GrapplingDevice] { @TechRequired = metaMaterials } You need to use ModuleManager.dll, and make a text file called SomethingAnything.cfg, put that text in it, and put it in your GameData folder somewhere. To save yourself the trouble of making the file, here's one I made earlier. You'll have to get and install ModuleManager yourself but it's very easy. Right click and "Save As" into your GameData folder: GrapplingDevice_to_Interstellar_mm.cfg
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If you want to remove KW but keep a few of the extra options, Lack's Stock eXtension Thingy is meant as a light weight (it uses only stock textures, so doesn't impact performance, well, at all for me) mod pack alternative to B9 and KW with some really excellent additional stuff. I particularly love the impact absorbing airbags. Back on topics, I'm not finding The Claw in the new update, presumably because of Interstellar's tree. If/when I find the fix, I'll try to make a ModuleManager config to fix it.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
GavinZac replied to stupid_chris's topic in KSP1 Mod Releases
You need to update again, -------------- You realise what you've done, Chris? First you only put four parts in the VAB, now you do this. You'll have to rename the mod SeeTheFAQChutes -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
GavinZac replied to TriggerAu's topic in KSP1 Mod Releases
It would be nice to be able to automatically add close encounter dates for asteroids in this! We can do it with raw alarms at this point, I suppose. Edit: which is actually quite annoying to do, as we can't add Raw alarms in the tracking station. -
Possible(?) Add-on: Walking Autopilot
GavinZac replied to GreatWyrmGold's topic in KSP1 Mods Discussions
I'd also like a click-to-move for Kerbals on the surface. I don't think it would work for flying kerbals. In the mean time, it's only a work around, but there are many external programs that can hold down a button for you. For example, I have used AutoTyper to make a Kerbal walk back to his pod while I go off to make dinner. You can configure it to match a keypress, for example, making Winkey+F8 hold down the W. -
Regarding the ground, it would seem quite difficult to represent the ground in 2D. If the ground were sloped in only one direction, it would seem that the ground might be completely flat on one axis, while sloped on another. It *would* be really nice to have a sister mod to this that displayed a 3d wireframe of the ground beneath you though. Perhaps if HullCam could produce wireframes that would be a better place to expect it.
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This won't apply to most people but I have a small roleplaying conflict between this and ScanSat - I like to believe my Kerbals can't *plan* for Biomes until they've scanned them (obviously they can do experiments and *find out* they have a new biomes). However, it's quite pie-in-the-sky to imagine or expect that this mod will check with ScanSat if the biome has been mapped already Will post if I can think of any compromise.
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This mod has become essential for me. I hope Squad implement it in stock. Perhaps it could be a technology unlock, or a bonus for extra great pilots.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
GavinZac replied to shaw's topic in KSP1 Mod Releases
I wonder when we'll be replacing asteroid textures -
[1.0]Vanguard Technologies | EVA parachutes | still works
GavinZac replied to Kreuzung's topic in KSP1 Mod Releases
If this ever gets updated, I kind of wish there were some downside to the 'always on' parachutes. Perhaps make the Kerbal weigh more so he can't run. Would make me feel better about the magically materialising parachutes