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Everything posted by KerbMav
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Maybe you will find here what you are looking for:
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@HaArLiNsH *TV commercial show co-host voice* "But HaArLiNsH, does it work like my old mod and use all my files without me doing anything?!"
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Welcome, Sweetie.
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There is a "ask the mods anything" or something thread. My bet would be the "What did you do in KSP today", the "Numbers game" or one of the RSS threads.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
@Voodoo8648 Had the same problem and was told to lower the thrust of the engine(s) - sometimes the TWR is to high for the autopilot to handle it seems. -
EVA, IVA, IEVA suit gamma rad resistance
KerbMav replied to jsisidore's topic in Science & Spaceflight
My first thought would have been Radic-Q-2. -
I wonder if 50% CO2 would allow for a reasonable combustion?
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I've been busy. Our station must grow even more, still parts/equipment missing to go full on Orbital Science! Had to use an autonomous science package drone to assist with docking the new module - shaky, but works. Being able to name docking ports makes the Docking Port Alignment Indicator mod even more useful and easy to use! Edgel removed some RCS thrusters that are no longer needed and glued them onto the transport that brought up the new module and will burn up in a few hours. Started to downsize my standard Heavy Lifter to safe some funds - also ... ... used one rocket for two contracted probes: A Space Telescope and an Asteroid Sentinel. Practicing gravity assists, a little Mun ballet to push the transport into a fitting orbit for the telescope. For the Sentinel I found a nice push out of the system - by pure luck! Originally I wanted to wait until the orbit "moved" into position by Kerbin rotating for half a year, but this right here will put me close to Eve's orbit. (Somehow someone thinks it is the best orbit to look for asteroids threatening Kerbin - hopefully the big pink marble will not swallow it ... ) And I set up to burns for my oscillating polar relays - I use them to always have one relay unobstructed by any of Kerbin's moons, but the signal delay can get high when they are the only ones in range, so I will lower their AP from 110 to 40 Gm ...
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@strudo76@maja If my MM-Fu is good enough, this should work. @ScienceChecklist { @CelestialBodyFilters { // --- Station Science ---------------------------- // [x] Science should ignore StationScience plantGrowth = AvoidAll bioproducts = AvoidAll eccentricKuarqs = AvoidAll retrogradeKuarqs = AvoidAll progradeKuarqs = AvoidAll kuarqsBioproducts = AvoidAll } } @Z-Key Aerospace Is "[x] Science!.dll" named specifically to make users worry if MM can use it in FOR, AFTER, NEEDS checks?
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Yeah ... "But I burned up the whole time! ... Well, maybe me scraping across the surface at 500m/s wasn't too clever ... " First docking worked very well for me - when I finally worked out how a rendesvouz works ...
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Yup, last time I read there they had trouble for it not working anymore.
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@Jeroeny @smckamey19 @budda This one is quite similar - just that it does not show finished experiments.
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How do I turn this OBJECT { name = Minmus-Dust body = Minmus altitude = 250 speed = 0,0,0 killBodyRotation = true settings { _Color = 114,146,134,255 _MainTex { value = zzzMaruko/EVE/Minmus/Textures/duna1 } } layerVolume { size = 3100,3 rotationSpeed = 0.0002 area = 18200,3.7 particleMaterial { _Tex { value = zzzMaruko/EVE/Minmus/Textures/particle/rgb } } } } into a fullfledged dense fog covering all but the highest hills on Minmus?
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The old TR set a minimum air pressure in the config - maybe that is not yet in place? Edit: No, it is - but "This is only initial setting for new games! Use the GUI to change it later." EditEdit: But even "atmSuitBodies = Kerbin Erin Sanctum"
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@BlacklineTry adding a config (.cfg) file with: @PART[OSE_Workshop]:AFTER[Workshop] { @MODULE[OseModuleWorkshop] { @MinimumCrew = 0 } } to your gamedata folder.
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I want to add something at the end of a key, specifically resources to a FuelSwitch config. @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart]]:AFTER[SimpleConstruction] { @MODULE[InterstellarFuelSwitch] { @resourceGui = Ore;Metal;RocketParts;Uraninite;rich.Uranium;depl.Uranium @resourceNames = Ore;Metal;RocketParts;Uraninite;EnrichedUranium;DepletedUranium @resourceAmounts = #$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$ } } But without reusing the full lines. I am currently guessing: @resourceGui = #$resourceGui$;Uraninite;rich.Uranium;depl.Uranium @resourceNames = #$resourceNames$;Uraninite;EnrichedUranium;DepletedUranium @resourceAmounts = #$resourceAmounts$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$ Also, can I write all this in one single line to comment it out all at once like so? // @resourceGui = #$resourceGui$;Uraninite;rich.Uranium;depl.Uranium @resourceNames = #$resourceNames$;Uraninite;EnrichedUranium;DepletedUranium @resourceAmounts = #$resourceAmounts$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$ Or would I have to use some kind of divider/are the line breaks necessary?
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Not today, but some impressions from 1.3 over the last weeks to get back into posting more screenshots. Now on to what I really did ... yesterday. Back to Minmus with a small probe! (Mish-mashing cloud configs for EVE from different pack - at least I know how to copy them ... )
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Oh ... that would explain some weird things ...
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For the time being, manually edit the settings.cfg in the USI LS folder, it is quite straight forward.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
@TaxiService I thought more along the lines of making the pod like a probe and giving it: MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.025 } hasHibernation = True } -
[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
Fixed. Thanks. So, what if we make every pod also behave like a probe? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
KerbMav replied to tomek.piotrowski's topic in KSP1 Mod Releases
@nickicool I cannot say for sure, but I would try to add MODULE[ModuleSPU] {} to the command pods by putting this into a new config file somewhere in gamedata @PART[*]:HAS[@MODULE[ModuleCommand,#CrewCapacity[>0]]] { MODULE[ModuleSPU] {} } This should target all command pods and exclude the probe cores (which are already handled by RT). As I said, I am not sure that ModuleSPU will do the trick, but it is the only thing RT adds to stock parts that is not the antenna stuff. But still, maybe try this in a new safe and backup your persistent file! Edit: An after thought - I am not sure if this makes the flight computer - or control at all - unavailable without a connection back to KSC. So another test would be to cheat-menu a pod into an orbit around Eeloo and see what works and what doesn't. -
Well, does it? And another question: Does this - or any other mod - also enhance the resolution of the navball? As much as I want the navball to be bigger, I also want the markings to be (with good contrast that is) less "bludgy" and the ship marker in the middle to be "finer", to better tell if I am spot on or just off a marker.
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Any idea on how to use the Eeloo high orbit clouds to emulate a comet's tail?
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