GavinZac
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Everything posted by GavinZac
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
GavinZac replied to rbray89's topic in KSP1 Mod Releases
Getting an odd bug where the game decided to stop rendering anything at all because of failing to load a planet - oddly, Eeloo; and removing this mod fixed it. Will try to reproduce with logging to be more helpful. -
Horizon Aeronautics - Development Thread
GavinZac replied to stubbles's topic in KSP1 Mod Development
I think TTNeverUnload doesn't work at the moment. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
GavinZac replied to stupid_chris's topic in KSP1 Mod Releases
Hey Chris, I only have 4 RealChute parts in the VAB. I know this is normal, just thought it's been a few hours since someone pointed it out <3 -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
GavinZac replied to Nereid's topic in KSP1 Mod Releases
While it's for normal flight and not spaceflight, here's a job spec that somewhat explains the role of a Flight Operations Specialist. -
[Plugin - 0.23.5] Persistent file backup generator - V0.3.1
GavinZac replied to DMagic's topic in KSP1 Tools and Applications
Hmm. What's their policy on online connections? I know a few mods do a simple GET to check for updates and such; is it permitted to *send* also? -
[Plugin - 0.23.5] Persistent file backup generator - V0.3.1
GavinZac replied to DMagic's topic in KSP1 Tools and Applications
Is it possible to get this to write outside the Saves directory, via config maybe? Just imagining it outputing to a Dropbox folder. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
No, it's not possible. That's the reason I made this. In fact, it's in the very first paragraph of this thread. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Added RLA stockalike pack, and the KDEX. More RLA stuff tomorrow. File and description updated. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Yeah sounds useful in the event of wanting to add a little booster to an errant probe or something. Nice, will do that too, tomorrow (it's 3AM) -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Those are already moveable in KAS by default (addModule.cfg), and I add a couple more of the semi-realistic ones - by using the pack, only the very large "drop dead on the spot" wheels are not included. I'd intended dockingPort2 to be in there too, it is now. Thanks. The other 3 are not really surface attachable - the clampotron snr is massive, the inline clampotron is... inline, and the shielded docking ports... well I guess there's no harm. I'll throw that one in too. Updated. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
argh! I'll check it by hand. Leson learned: do not fear the robot uprising, they will be missing brackets. It was each one before a comments section. The code seems to have been commenting itself, which is a dirty, filthy habit. Should be fixed now. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
GavinZac replied to cybutek's topic in KSP1 Mod Releases
The window wouldn't show up if that was the case. I presume he's got the modulemanager config that adds the module to the part. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Update: Fixed a problem with the last update added DMagic Science parts added (some) FASA parts. Part count now at 257 individual modifications. FASA was, as I thought, mostly rocket bits, but there were some extra bits and pieces and probe stuff. I've been less stringent with this one as some of the parts seem intended to be non-surface attachable. I don't have experience using this pack so it should be tested. Probably won't kill anyone that is not green. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Cheers, generator must've messed up. Will fix it now. Edit: Fixed now. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
GavinZac replied to TaranisElsu's topic in KSP1 Mod Releases
Because it has to add Life Support to the command pods. The alternative is having to replace your original command pod files, which will break every time you update, and have threads full of people saying "can you add TAC support?" much as they do these days going on about RSS support. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GavinZac replied to damny's topic in KSP1 Mod Development
1. 85 degrees or 95 degrees are the usual back-of-the-hand calculations. There's a thread about this mod's spiritual ancestor, ISAMapSat, that lists the ideal altitudes and angles for each planet; in this case, only the angle matters. Send up as many as you like, one per scanner isn't too different than trying to stick 3 scanners on one. 2. The 'middle' one - the white box with red detailing - is the biome scanner. Remember, only 3 bodies have real biomes at the moment. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
In what manner did it change the AIES strut? If it added KASGrab to one part it should add it to them all. Yes, just put it in the GameData folder along with its dependancies - ModuleManager and KAS. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
GavinZac replied to Yogui87's topic in KSP1 Mod Releases
Isn't that just moire? -
"Science Spam" usually refers to the old style "run experiment, transmit, run it again, transmit" science experiments that were fixed before 0.23. We're agreed that this is not that. Everything is going to be easy if you let MechJeb do it. Even so, the challenge to this is not pointing it in the right direction (though it can be difficult to get the full score for things that are far away), but in getting the thing into space at all. That should be harder again by another degree once cost is actually factored in (in 0.24, probably). This let me unlock 2 or nodes, but I had to run 3 or 4 missions in order to do so. That's fair enough. I haven't tried putting it in orbit around other things, if it gives you the full score all over again, then yeah, that needs to be fixed. The score should be awarded just for how accurately you 'photograph' the object, and with what resolution (ie. the progressively better cameras). Is that not the case? Because all the experiments show up under "Sun" in my Science Archives, rather than in the section for 'in orbit around Kerbin'.
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You can find most proven mods here: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library Select the ones that match your own personal definition of 'realistic' in a game about semi-immortal spacefrogs.
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You can't "science spam". You can put a seriously awkward telescope into space, run upgrade and maintenance missions and try to use it properly by waiting for good opportunities to actually use the telescope without blowing it up. As a reward, you get science. The largest batch of science you can get is when Jool is in the right position because then you have 5 bodies in close proximity to observe and 'photograph'.