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Everything posted by UbioZur
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How to edit part pictures?
UbioZur replied to HafCoJoe's topic in KSP1 Modelling and Texturing Discussion
Few things: Within 5 minutes and no other post between you can edit you post intead of multiposting. So i have merged your post What you call picture is called Texture (it will be easier for your search). So I have moved your thread to to a more appropriate forum. From my search I have found: http://forum.kerbalspaceprogram.com/threads/47068-mbm-Texture-File-Converter http://kerbalspaceprogram.com/mbm-to-png-file-converter/ http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon -
to get into Orbit info
UbioZur replied to LostElement's topic in KSP1 Suggestions & Development Discussion
The thing is: depending on your flight path, you may not use the same amount of fuel that the game would think. For the delta-v it is known, you will need between 4200 to 4550 in average of DeltaV to get to LKO. -
Bienvenue a vous guigui et Mokmo. J'aime bien ton deuxieme vaisseau interplanetaire guigui, moi j'avais fait celui la àun moment: Le docking était long et fastifieux Il n'est jamais sortie de l'orbit de Kerbin! en fait je ne suis jamais aller en dehors du System de Kerbin! Hesite pas a nous faire un petit thread avec tes bids de raconté dedans! Mokmo, presque pareil, sauf que même les sondes je les envois pas non plus!
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modifiy Drag coefficent of Parachutes
UbioZur replied to Voidi's topic in KSP1 C# Plugin Development Help and Support
You need to modify the value inside the MODULE{} stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 -
How to edit part pictures?
UbioZur replied to HafCoJoe's topic in KSP1 Modelling and Texturing Discussion
Not sure I got exaclty what you are asking for. If you are looking for the texture that is apply on the part itself, I don't know but I guess you will find your answer in here: http://forum.kerbalspaceprogram.com/forums/14-Modelling-and-Texturing-Discussion If you are talking about the image that is shown on the part list in the VAB/SPH and research tree, then it is an image that is generated by the game after the database is loaded. and so you don't have to make it for a new parts, and to change it, I guess you will have to dig into the code to see where it's store, and modify it everytime the database is loaded. -
As most of the games, this will come more from the modding comunity than the developer themselve. At the moment you have access to this: http://forum.kerbalspaceprogram.com/threads/13155-Win-With-Auto-Updater!-Kerbal-Space-Program-Mod-Manager http://kerbalspaceprogram.com/ksp-mod-admin/ http://kerbalspaceprogram.com/ksp-addon-manager/
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I have tried looking for one too and couldn't find one either. Do for career mode you want to add: TechRequired = techNode entryCost = 500 where techNode is the name of the node you want to add it to (best way is to look at another part that is in that node so you have the name of the node). entryCost is not yet usefull but it will be the cost to unlock the part. for just Jet fuel, it's easy: duplicate the cfg (so you don't loose the original, and also both tank) and change: name = [s]BFT_Form-tank_Fuel[/s]BFT_Form-tank_JetFuel title = [s]BFT Conformal Fuel Tank[/s]BFT Conformal Jet Fuel Tank RESOURCE { name = LiquidFuel amount = 135 maxAmount = 135 } [s]RESOURCE { name = Oxidizer amount = 165 maxAmount = 165 }[/s] Obviuosly also add the career mode change. name need to be something that is not use by any other parts (it's a unique identifier) title and description are what you see in the VAB/SPH so make sure they are easy for you to identify and just delete the Oxidizer resource. He did not share any info on the licence (which is against the rules) and so it is by default all right reserved, which mean you are not allowed to distribute his work or modified version of his work unless you first have his approval.
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How to edit part pictures?
UbioZur replied to HafCoJoe's topic in KSP1 Modelling and Texturing Discussion
The little picture for the button is actually generated during loading. So it will look like however the mesh will. -
Purchase all mod parts from tech tree at once?
UbioZur replied to CreepyD's topic in KSP1 Mods Discussions
You may be able to change things in the save file more quickly (make a backup of course). from my understanding: - You will need research points to unlock the access to the parts. - You will need money to unlock the part (what's in the entryCost of the cfg) - You will need money to buy the part (the cost of the cfg, it won't be unlimited amount of parts) Since there is nothing official except for the money to be included, we don't really know for sure. -
Most of the suggestion are read by the developers (else it would be useless to have that forum). Because there are a lot of suggestions per days we have two lists: - what not to suggest: Mainly "big" features that the dev have confirmed to be added or not implemented. And therefore it is not useful to suggest those ideas to them, so we will close those thread (if tags as suggestion and not discussion). -Already suggested: A list of suggestions that are suggested very often and where we don't especially have official point of view from the dev (usually smaller features). That list is here for you to look at before suggesting, easier to search one post rather a whole forum. It will also include current alternative if possible. If one of the linked post is still quite active (less than a month since last post), keep posting on it. Those list are hard to keep up to date so I still advice to use the search feature of your browser on the 3 first page of the forum as well as the search feature of the forum (only look for the [Discussion] and [suggestion] tag. Here is a reason for all that, imagine that you are a dev and look through a suggestion forum, two scenario: - you see 10 posts about making cake suggestion with only 2-3 answer each: you read the first few and don't read the others. - you see 1 post about making cake with 30-40 answers: you read it all, since it is less click, and popular, and less likely to be repetitive suggestion.
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If it is implemented, I do believe also it would be part of tweakables (which is a planned feature to tweak data of the parts inside the VAB/SPH, like resources etc...). At the moment you can have a look and see if the mod tweakable parameters does the job for you. Or you can always duplicate the config file and modfify the thrust value.
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Let's take a few example of version history: Minecraft (since everyone knows it and also was release in alpha and beta) wents from - alpha 1.2.6 to beta 1.0 - beta 1.8.1 to release 1.0 Starcraft 2 went from 1.5 to 2.0.4 Same goes for the software, including OS (windows 8 didn't go after 7.9, etc...) Usualy a version number is as follow x.y.z x: Major update (when they release a milestones in the feature they want in the game) y: Minor update (bug fix, tweak etc) z: build number (game breaking bu fix) but then again every developer name their version number the way they wants. Back to KSP, to my opinion, it will be able to enter beta once career mode will be full and functional, so all the major confirmed feature will be implemented. Beta will be for tweaking, bug fix and minor features/suggestion.
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Mods, Parts, and RAM
UbioZur replied to TartarusMkII's topic in KSP1 Suggestions & Development Discussion
If I remember well, the squadcast with Mu, there is talked about all those improvement/limitation. And Mu was saying that switching to 64bits and so allowing more ram will not make it a good option because then people with lower ram still wont get anything from that! Instead trying to improve the performance for low end computer, and so fixings the problems and not looking for a work around is a lot better. And I have to agree with him. when we see what they can do with limited hardware of consoles in the game industry, and that we need such high end comuter for a bit better result! Few ways for you to keep those mods: - Make sure you free as much memory before you run ksp (kill other softwares) - You can delete the parts you don't use/like/need, that will save some space - Reduce the texture quality by half, this is what takes the most memory usage. -
I know some people have said that squad do plan on hiding some info for the career mode (however I do not find official source on it, so don't take my words for it). This has been suggested a lot of time, Yours is well detailed. And I particularly agree with the atmosphere / gravity profile to be updated once we bring the equipment there.
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There is nowhere that it says that this wont be implemented and shouldn't be suggested (even if we can look at it as an automation and so part of the wnts list). Instead we are offering him a solution that he can use for right now. So yeah Faubien, Kerbal Alarm clock (look here) will do what you need at the moment, with even a bit more (it manage also the Ap/Pe, An/Dn etc...), it is not GUI intensive (it can be reduced to a small little icon on the screen). And has been updated for .22 lately
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Key for returning time warp to 1x
UbioZur replied to Lagostra's topic in KSP1 Suggestions & Development Discussion
This has been suggested several time: http://forum.kerbalspaceprogram.com/threads/50055-one-button-that-kills-ALL-time-acceleration?highlight=kill+timewarp Doing it will greatly increase the chance for the rocket to explose or disassemble, because it will go from high speed to lower speed in no time. -
Help with targeting science
UbioZur replied to devanmedrow's topic in KSP1 C# Plugin Development Help and Support
It is hard to find some up to date tutorial/info. Check this thread if you are looking for non part plugin. This is very old and not everything is still good, but the setup of visual studio is still ok: (watch the whole serie, so you have some idea on how the GUI works)Also the best, is to look at the plugin that does something you want, and see how they did. -
Contact page of the website, you have the address of Squad. I would may be probably contact them through the form first to make sure the adress is ok. You would probably have to tell them what you want to send and loose the surprise.
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Sadly the game does not managed it. Since all the engine have the same fairing name object, the game only hide one and display the other ones. There is 2 ways I know of doing that: - Changing ksp/unity code to browse all the object in the mesh that have that name. (it's not up to me) - Make a copy of the mesh and remove the fairing yourself., but then you rather just make a cluster engine at the same time.
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more specific space station parts
UbioZur replied to Roderik's topic in KSP1 Suggestions & Development Discussion
Thread close as this is part of the what not to suggest list as of asking for more station parts is too general and not specific enough on the part ideas you have. For the problem when you install a mod, you may want to ask in the addon support forum if someone have encounter it and know how to help. -
It is a very interesting way to do start. How do you power the wheels?
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Thanks for the input. I am trying it, it does not allow the drag for some reasons. But I will find a way. Can you send me a screen and generated config file please? From my tests, all the non attached node are available.
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We don't support modded ksp version, since the crash can happen due to the mod and not the stock. All the resource you need are in the support & bug forum You want to read all the sticky posts, mainly: Self-help for crashes - look here first if KSP crashes NEED SUPPORT? Read this before posting Bug Reporting Guidelines / Bug Tracker Starting with 0.21: Warranty void for modded installations If you don't want to remove your mod to try to reproduce the crash, you can try to ask for support on the addon support forum. For some crash, also, using the research of the forum, can help yo find the cause.
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Mass is in Tons in KSP. And most of the math you need is available on the wiki
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The reason why Squad don't wants any randomness is because they want two similar launch to goes the same way, so you can test the rocket, improve it and launch it. you can also have challenge with you friend. Thread close.