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KSP2 Release Notes
Everything posted by theonegalen
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They plan to push out a new version of KSP every 3 months now.
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That's going to be in the MOARdV and JSI folders. There are configs that define which IVA takes over for each part. You can either delete the configs for the ones you don't want, or rename them from *.cfg to *.bak.
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No problem. The .log format is basically just a text file that loads easily in notepad++. Besides what I said above about updating modulemanager, I think you may be missing a dependency. There are two ASET mods that provide models and textures. One is ASET Props, the other is ASET Avionics. The instruments that depend on ASET Avionics are coming up as "model does not exist" in your log, so I think you need to download and install ASET Avionics. Find it here:
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I'm only getting errors trying to download any of those files. EDIT: it was a problem with my wifi at work. I've got them now. Why is the log in RTF? For the future, I prefer the original .log format, please. EDIT2: On first glance, you have two very old versions of Modulemanager in your Gamedata directory. Delete those and replace them with 3.1.1, which is the newest released version for 1.5. I'll keep looking for errors, but that's the first thing you should do.
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[1.6] Contract Pack: Kerbin Air Force [KAF]
theonegalen replied to NAD5's topic in KSP1 Mod Releases
I don't do a whole lot with BD Armory, but I'm very glad this pack is back in development!- 114 replies
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I'm considering removing the US Customary (feet, mph, knots) versions of the cockpits. As much as I like them for their real-world accuracy, it basically adds a layer of complexity and extra work I don't think I'd like to do now. Any major objections? EDIT: I reserve the right to put them back in at a later date. Edit2: this evening, I went through every single Unity project file and IVA in the pack and made a list of everything that needed to be changed or updatedfor the final 0.3 release. I did some bug fixing, removed four or five in progress cockpits that would not be ready for 0.3, and did some necessary polish work on the Mk1 Inline and APP X-1. I also decided what I wanted to do wrt the u.s. customary units. I will support older cockpits with us customary units, like the Vintage Kerbonov and Retro Mk1 Inline. Anything that is expected to go into space will have instruments based on SI, mostly because I'm used to thinking in meters per second when it comes to actual spaceflight in Kerbal Space Program. This also means that I won't have to do a whole lot of calculation to remake the MAS MFDs.
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Yes, neither RPM nor MAS support Kramax, and MOARdV told me he wasn't going to integrate support in MAS at all because of LGG's mandatory ClickThruBlocker and ToolbarController dependencies. So one of the more "fun" exercises I have in front of me will be to rewrite Kramax functionality in Lua so that I can integrate that into the props directly. I don't know the first thing about Lua, yet. Hopefully, that will have the advantage of being able to integrate the stock waypoint system, as well as on-the-fly modification of flight plans, into the cockpits. I hope to have a pretty accurate MPC, at least for the airliner cockpits. I also intend to tie the radio navigation function built into MAS into the MAS autopilot. I'll see if I can't fix the brake force dial now. Jeez, I got to get an internet connection at my house so I can put this on github.
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Which cockpits? Can you post a screenshot of the issue? Also, upload a copy of your KSP.log file from the main KSP directory somewhere like Dropbox or Google Docs so I can see it, please.
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[dev/beta] Fission Rockets (Spacekiss)
theonegalen replied to Maffif's topic in KSP1 Mod Development
I really like this idea. I will be keeping an eye on it. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
That sounds amazing. We're going to have whole freaking cities built on other planets and moons. It's a good thing the kerbals are so supportive of space exploration!- 3,523 replies
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[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
theonegalen replied to Acea's topic in KSP1 Mod Development
This looks insane and I am looking forward to it. -
I exclusively play career mode, so Kerbal Construction Time, Contract Configurator (esp. with Anomaly Surveyor, Giving Aircraft a Purpose and Field Research), and Unmanned Before Manned (and my UBM Extended) tech tree have been essential for years. This year, BARIS by @Angel-125 and Kerbal Health by @garwel have made permanent places for themselves in my game alongside Snacks!. As for part mods, I love building and flying planes, so I have to have Airplane Plus, @Citizen247's Ministry of Space Aeronautics Dept, @NESD's Open Cockpit, and Kerbonov but I've pared back my rocket/station part mod collection to mostly SXT and Missing History otherwise. If I had another 4-8 gigs of RAM, or a card with more than 1 gig of VRAM, I'd add all the Wild Blue Industries and Near Future mods as well, as well as this year's brilliant updates to Kerbal Konstructs and Kerbin-Side Remastered by @Ger_space and @Eskandare. The last time I tried an install with everything, back on 1.3.1, it would take 45 minutes for the game to load because my computer had to page file everything around because KSP keeps all assets loaded all the time. This is also why I'm saving up for a new computer. For visual mods, i love the look of Sci-Fi Visual Enhancements, and it runs well on my potato so I keep it simple.
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You have to add the Camera Part included with raster prop monitor to your ship in the VAB in order to use the camera monitor. The target selection menu should be available all the time. I'm glad you like the IVA! More coming soon.
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Well, Jeb did a slow roll on takeoff...
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
I think I've told you before, Angel, but it definitely bears repeating: I love your vision for Kerbal Space Program. Thank you so much for all your hard work for the last several years. I know all of your mods started with something you wanted to play that didn't exist in the game, and I'm so glad you decided to take the plunge and learn how to model and texture and code in order to bring your ideas to life.- 3,523 replies
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
I use it with contract packs all the time. -
1. AJE integration would work like FAR integration in RPM. If you don't have AJE, the props will still be there, just not functional in the same way. 2. The analog cockpit will have propeller controls because I intend to use it with propeller engines. 3. Strange, since I found it by clicking on a link in the OP.
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@Drew Kerman @Bottle Rocketeer 500 I personally prefer the analog gauges myself, so I'll probably make that version first, followed by the more-accurate glass cockpit. There is a somewhat accurate RPM / ASET version linked in the OP of the APP thread. It's at least functional. With 0.4, I plan to develop on KSP 1.5.1, so Electrocutor's plugin that allows IVA to be selected by Part Variant will be supported. I plan to add a second KN-2 variant as well, built for spaceflight with the glass cockpit. So right now, my plans hopes for 0.4 are: Convert ASET gauges to MAS (I will do this as I need them) Mk2 Spaceplane Cockpit (MAS) - Supermodern full glass cockpit - I will probably do this one first. Revamped Mk1 Pod Cockpit (MAS) - Mercury style Mk1-3 Pod IVA (MAS) - Apollo Style (I plan a glass cockpit version of it down the road) APP A320 "Analog" variant (with AJE propeller control integration) and A320 "Accurate" variant (with AJE jet control integration) - MAS Convert Kn-2 to MAS (I intend to convert one or two RPM pods to MAS each release) Depending on inspiration, I might also get the Mk2 Command Pod from Making History, and a plane of mine that I've been using a lot uses the SXT Stuka cockpit, so I might do that as well. The good news is that I'm a teacher, so after next Thursday, I'm off work for two weeks.
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I would love to get all the AirplanePlus cockpits done. I do want to get all the stock cockpits taken care of, and the New Mk1 pod and Mk2 are the ones left for that, but then there's the Making History cockpits too. I had originally targeted the APP B-29 cockpit for the 0.3 release, but left it for later. All the a320 cockpit photos I see have some pretty major MFD work to do. That might go well with the intended transition to MAS in 0.4. First, however, I want to finish up the MFDs for 0.3. Everything I've released needs polishing, too. Drew, do you use FAR and AJE? MAS has some pretty great interactivity for engine control if AJE is installed, and I'd love a second perspective on those features.
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Sorry, still uploading, give it about five minutes! EDIT: Ready to go! Tell me how it runs, especially the monster Mk2 Inline!
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Release: Warbird Cockpits 0.3PRE - Built on KSP 1.3.1, but should work up through 1.5.1 with updated RPM dependencies. New IVAs: Mk1 Pod Cockpit Retro IVA (no autopilot) - IMGUR ALBUM Mk1 Inline Cockpit 1970s Jet-style IVA (Pilot Assistant autopilot) - IMGUR ALBUM Mk2 Inline Cockpit 1960s Jet/Spaceplane IVA (Pilot Assistant and Mechjeb autopilots) - IMGUR ALBUM Mk2 Inline Crew Cabin Airplane IVA, on a part with reduced stats for airplane building. Mk2 Inline Crew Cabin Spaceplane IVA New dependencies: Near Future Props - for decorative props in Mk2 IVAs Tiktaalik Dreaming Props - same Known Issues/To be fixed: Front CRT Mode selector knob in the Mk2 Inline IVA sometimes loses sync with the displayed CRT mode Incomplete CRT autopilot and PFD modes. Rear CRT Nav mode (SCANSAT display) isn't monochrome green like I wish it was. Not sure how to get it to do that properly. Something's wonky with the Life Support Monitor prop, even though it was working the last time I loaded the game. Some visual inconsistencies (backlights not turning off with disconnected power, name plates not in perfect line, etc) Get it on Spacedock!