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Everything posted by Absolute Human
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You can try this, but it is from ksp 23.5, may need an update: https://www.dropbox.com/sh/iv7dsr1evxmbjqo/AAAWEsXUsQLS89lJwMHG1z1Ua?dl=0
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
Nope! Ctrl is for selecting multiple categories. It is most certainly should be Shift, because selecting mods from n to 10+m is pretty useless and looks like a bug. Anyway, have some more icons! I wish they were better, but for now it is better than nothing. https://www.dropbox.com/s/07wnjxxzqntrnui/PartCatalog%2B.rar -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
I don't get one thing... I was using an older version, where you could select mods from 11 to 20 by holding shift, but in this version 'shift+number' opens ALL mods from previously opened to '10+number' one. How can I open, for example, only twelfth or forteenth mod? -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Absolute Human replied to BlackNecro's topic in KSP1 Mod Releases
I have made some icons of different quality for some mods some time ago. There are some that I couldn't find and some for replacement of those that i didn't quite liked. Finally got to share them. https://www.dropbox.com/s/gqgcw46ke3jb4gn/PartCatalog.rar -
[discontinued] Minimum Ambient Lighting v1.2.4
Absolute Human replied to Red3Tango's topic in KSP1 Mod Releases
Zomg teh clone! Another version of a similar plugin is now available. -
[1.3] Starshine Industries: Extendable Nozzle
Absolute Human replied to ganinian's topic in KSP1 Mod Releases
Hi, I want to say some words about your Stock-Like Parts Project. These part are nice without any doubt, but the download weights 81.6 MB!!! Isn't it way too much? Still not sure why you get so few downloads on Spaceport, but 82 MB for 6 parts, really? Not all people have enough free space and power to run such heavy packs. Maybe, you should consider some redux textures and even low poly models? For now they are more like some 3D models for a si-fi film than parts suitable for a game. Just IMHO, of course, but I would really like to use them if they were less memory heavy. For example, the whole RLA stockalike pack weights 12 MB and it contains few dozens of parts with reasonable quality. Most of them are rather small, but anyway. Ah, I got it! You don't have any links from here to the Spaceport page, that is why nobody downloads it from there. But the parts are still very heavy. -
Protractor - Rendezvous Plugin - Under New Management!
Absolute Human replied to mrenigma03's topic in KSP1 Mod Releases
When will the toolbar support and integration be added? I feel like it is time... -
Hello! I'm not a modder in any means, but I've had a idea of tweaking the texture of the centrifuge, as I didn't quiet like how the trusses look like. So, I've tried to modify it and found that the original texture isn't quite in place! Here, look at the pictures: Note, that first issue can only be seen from the bottom. I tried to replace the original texture with something that can be seen on the last page, I think this texture make the trusses look a little sturdier. (still not anough, though:huh:. maybe, solid columns would fit better) I'm not saying that you should use mine, they are not the best that could be done (but you can, of course:P), but do something with the old ones, please! Also, you know, some holes from which the trusses are supposted to extend would be great:wink:.
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Stock Part Balance Mod - v0.3.0 Alpha
Absolute Human replied to Superfluous J's topic in KSP1 Mod Development
You had not? But the author have already posted the link here Anyway, I didn't try to make things exactly mathematical. Just moved some values below or above than the others. BTW I've found that some 2 meter parts don't have the apropriate breakingForce = 200 breakingTorque = 200 that all the others have, and so tend to break off more often. Had to add them manually! -
Stock Part Balance Mod - v0.3.0 Alpha
Absolute Human replied to Superfluous J's topic in KSP1 Mod Development
Do you know this thread? The same idea is popping out everywhere! And I'm not an exception I have a SpacePort page which contains basically the same changes, plus tweaked attachment nodes. Not that it is somehow related to you, but I think some of the thoughts were already meant to be implemented in the stock game quiet a while age. Its a pity that Squad keep leaving loose ends in their work... *EDIT: Oh, I see, you have. I read the thread more carefully, everything here is like a music to my ears. I didn't make really careful mathematical calculations on my own changes, but the points and conclusions are so much like mine! I personally also tweaked the inline reaction wheels, fixed some of the strange illogical values of their pod and core eqivalents, nerfed the 48-7S and rebalanced 24-77. I also changed some drag values from my point of logic. Haven't touched solar panels though. (I wrote more on the space port page? feel free to check if you want) -
But... There already are MK3 Cargo Bays! Just in case somebody didn't know- MK3 Expansion pack
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So, it is impossible to turn off? Probably would be better to add a Toolbar icon to hide the window.
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I'm sorry, but if only the proplem was so simple! The clouds ARE lower the aurora, they are at 1.004 (as the normal ones) but for some reason you still seen them clearly. I think the same thing happens with normal clouds too, but probably can't be seen so clear. On the other hand, it seems more to be a problem of the BoulderCo mod rather than your addition. Maybe, just maybe, it is something with the fine tunes of the layers. I can't be sure.
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I thought the clouds should be seen through the aurora, not the other way round... They are significally lower than it. Is it a problem of the mod, clouds or is my install incorrect? The clouds are original HD clouds from the first post of the "Cite Lights and Clouds" thread. I have only the aurora in the install, and none from the planet expansion files. Any ideas?
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I think the mod has some problems with remembering the axises of rotation, especially if there were more than one. I could have recorded a video, but is seems pretty obvious to me. Is it confirmed? Or, it can be something in my install? I can see it clearly when I rotate a simple 3 part craft in various directions, warp it a little and when I unwarp it, it gets a rather hard kick in one direction of rotation and loses others. Looks like it gain some momentum too. Maybe, it is more visible with ships that rotate faster.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
Absolute Human replied to Gaius's topic in KSP1 Mod Releases
Am I the only one, who think that adding options "transfer out" and "transfer in" like in TAC balancer, but in the option list of each tank and able to remember its state will be more simple and helpfull? I mean, yeh, fancy "balancing" options are good, but enabling "transfer out" on a bunch of tanks on a refueling station will lead to the same behaviour. But allow more different solutions. Probably a "rank" of this options can be added, like tanks with "transfer out" of higher rank than some other tanks with lower ranked "transfer out" will be able to transfer fuel in them despite the "transfer out" flag. This will allow asparagus staging. So the fuel will flow like this: highest "out" rank -> ... -> 2 -> 1 -> 0 -> 1 -> 2 -> ... -> highest "in" rank For example, the creator of Smart Parts used tweakable "bar" to select some options in his mod, so I'm sure it is doable. This can make a great advantage of this mod over the TAC balancer. The problem with TAC is its inability to quickly select the right tank and remember the state. All other functions it has already. Not to sound rude but I think it is the only missing part in TAC and a different mod that do the same (or lesser) thing as it isn't more than a clone. Now, when many people are already accustomed to TAC, few of them will chose something new if it doesn't provide some really needed new functions. Of course all is up to you, but I guarantee you will get more downloads for such improvements. EDIT: I should have really done some testing before judging... So, you've already done the "out" part. Good. I see numbers of the highest tank blickering if it isn't set to be drained first. Not a big deal, but is means that the engine still drains fuel from there, and then the mod quickly moves new fuell in it again. Probably would be beter if the engine drained fuel from the specific chosen tank and then in order set in the mod (like with stock fuel pumps), instead of the stock way "from up to down", but, once again, I'm not a modder to know how difficult it can be to implement. So, how about the "in" part? Can be useful. Also other thing- "balance in" and "balance out" of each level can be added, also often useful with staging. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Absolute Human replied to Firov's topic in KSP1 Mod Releases
You have accidentally copied "description = " twice in the config file of some fuel brakers, just letting you know: // --- editor parameters --- TechRequired = composites entryCost = 5800 cost = 200 category = Utility subcategory = 0 title = Fuel Flow Breaker 3.75m manufacturer = Klockheed Martian description = description = Can stop or enable the fuel flow between two tanks or between a tank and an engine. Control it by action group or context menu. Use this to control your CoM. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 Another thing, the fuel controllers don't have TechRequired and Entry Cost parameters and thus are unavailiable in the career mode: // --- editor parameters --- cost = 30 category = Utility subcategory = 0 title = KM Fuel Controller - Default Off. manufacturer = Klockheed Martian description = Can be used to control the fuel flow of fuel lines. Attach this to the source tank and attach a fuel line to it. Turn it on and off via the right click menu or action groups. Off by default. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,0 node_attach = 0.0, 0.0, 0.028, 0.0, 0.0, -1.0, 1 I also have some more precise numbers for your flameout detector if you don't mind: node_stack_top = 0.0, 0.159, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.159, 0.0, 0.0, 1.0, 0.0, 1 "Fixed fuel sensors", you say? This way may be nobody will now want staging delays for them Still don't see any reasons why not to implement altimeters capable of multiple activations, should be rather doable if they had two "on" states instead of just "cocked" ("cocked", really? Google Translate says me that it is translated as "cocked", but reverse translation disagree with that ) and "fired" -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Absolute Human replied to Firov's topic in KSP1 Mod Releases
The reason of me saying that, is that stages decoupling instantaneously as the fuel tanks are empty tend to collide into things quite often. The delay I'm talking about is something between 0 and 1 seconds, that can't be tuned with the existing timer, but doesn't replace it neither. So, I think the ability to change the delay by tenths of a second would be nice. Oh, so, this it the "activate sensor after the condition activating it is no longer presented" option you were talking about, now I got it. But now I'm somewhat confused. I thought that shouldn't be a necessity if the triggers functioned as I expected. Lets see. You have two switches, four variants to set them up before launch. As far as I figured and with some testing: 1-"enabled", "at launch". Means that the sensor will activate the trigger as soon as the condition appears, no difference if it was "above" or "under". 2-"enabled", "after launch". Means that the sensor will activate the trigger as soon as the condition appears if it wasn't presented or it will wait until the condition isn't presented and then switch to "enabled", "at launch" and start to work like it. 3-"disabled", "at launch". Does nothing 4-"disabled", "after launch". Does nothing either. That is rather complex and unconvenient, I suppose. I expected the sensors to have three states: "off", "ready for activation", "waiting when the condition is not presented". This way it they don't need any additional buttons. If the sensor is "on" it can alternatively be in two states. When it detectes the condition it fires and switches from "ready" to "waiting" state but not to disabled and it wouldn't "also fire at 50, 10, ...", it would fre only once, when the states switch. And then it switches back to "ready", when the condition ceases. Is it what you want to implement in the next version? It makes much sense. In fact it eliminates the need in second button, one "on/off" is enough. May be a button could be used to block firing a trigger again, but nothing more. Am I wrong? Actually, never mind, I understood that it wasn't really necessary, I was trying to make something to avoid colliding with decoupled stages and had some strange ideas Oh! And one more thing, I tried landing on water a minute ago and it says "alt = -1" and fire all "Lower then x" triggers. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Absolute Human replied to Firov's topic in KSP1 Mod Releases
I like this mod a lot! However, I also have some suggestions for it. First of all, I don't want to waste anyone's time and my rules always are not to harm anybody with my wishes. I tried to make a test flight to the Mun and back without hitting stage or any action groups and faced some problems. So yeah, some seriously considered good ideas by me. None of them requires much changes, but they all make improvements in gameplay. Also looking forward to removing empty stages from listing and adding stage triggerable timers! -As someone stated above, built in countdown timers for fuel level triggers will come handy instead of using separate timers for this. Saves part count and action group space, why not to have? Seems legit to me. -"enable after launch/at launch" option. I didn't quite get it... What does it do? May be I am wrong, but I got it like it allows the trigger to geather information after some altitude, am not I right? If it is like that, then why not to replace it with slider to determine this altitude? Otherwise, please explain me what it does. -"enabled/disabled" state button switches when trigger fires. I am the second one to point that it blocks the capability to have auto retracting/deploying landing gear. Why not to make an option to automatically reset the trigger, when the condition activating it is no longer presented? For example: You are landing. 1 the Retracting trigger is temporarily disabled because you are already above 50 meters. Ones you are lower, it starts to wait when you get above 50 again. 2 the Deploying trigger waits when your altitude is lower than 30 meters, then it fires. You land safely and launch again. 3 When you get above 30, the Deploying trigger is set to waiting. 4 When you get above 50, the Retracting trigger fires. You can land again, and everything will be reapeated! I tried doing it with this version, but it is impossible, the triggers fire only once. BTW "enable after launch/at launch" button switches too for some reason, don't know what to do with it. -"enabled/disabled" state button is only accessed manyally. Why not to add an ability to bind it to an action group? Adds much more possibilities. One sensors could enable/disable others, cool! -"do nothing" option for the flameout detector. Why? To use it with symmetrically placed engines and avoid multiple action groups/stage events or other unpredictable things. -the last but not the least, stack attachment nodes leave rather big gaps around the model of fuel flow brackers. My OCD doesn't allow me simply to go past it. Module Manager already serves me with it, but I seriously want you to consider using new numbers, already figured by me. They are more than precise: node_stack_top = 0.0, 0.08038, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.08038, 0.0, 0.0, 1.0, 0.0, 1 Pictures for better explanation: Before- After- And, just in case, English is foreign language to me, so excuse me any mistakes, I hope I made myself clear. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Absolute Human replied to cybutek's topic in KSP1 Mod Releases
There is a lot for sure. I flown these things enough times to know what I'm saying. If don't you believe me, feel free to check. The calculations are performed well without the bank, and don't work with it. Probably some other things affect it to. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Absolute Human replied to cybutek's topic in KSP1 Mod Releases
The mod is great without any doubt, BUT here is one bug... I'm keep getting it for a long time, probably in several versions of the plugin. It is not really simple to explain what causing it, but the mod keep losing some stages! Here it will be more obvious: http://i.imgur.com/ZYGNW5V.jpg http://i.imgur.com/CPzbYPX.jpg Look, stage number 2 is gone! When I know it is there, and works properly. If I click show all stages, the second stage is listed as not providing any dV. I usually discover it with big multistaged crafts as this Eve land and return vehicle. The strange thing is also that when I am building it, everything works fine, but after some point several stages dissapear... WAIT! in this case, I suddenly discovered what causing it! It's a battery bank! How it is even possible? http://i.imgur.com/Yq8BCFm.jpg And no, not those RCS from RLA, it is this bank! Never mind those pictures, it is very easy to reproduce: