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Everything posted by cy-one
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Yeay, I did the same blasphemy... actually played KSP And glad you're interested in the ModuleManager-stuff. Would be awesome to have that functionality included and be able to add/tweak stuff without modding files... So one can just re-apply the changes when one updates a mod. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Oh, mhm, yes >.> Well, at least for the Spaceport-Stuff it should be easy. IIRC, the info when the mod was updated last is written on the page... Just parse the DOM accordingly, save the "last updated" somewhere and perform an update-test (if last updated is newer than what you have saved) in the background while a) KSPMA is running (obviously ) and the browser-tab isn't used. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
mhm, wouldn't it be possible to let KSPMA download the exe (and third party DLLs, if necessary), and a second tool (i guess, even a batch would do the job) deleting the old and renaming the new exe, after which the update tool starts KSPMA again and terminates itself? Maybe not the most elegant way, but should be easy, wouldn't it? -
Yes and yes. Or more tons than grams
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Mulbin's Flags - Custom mission flag collection.
cy-one replied to Mulbin's topic in KSP1 Mod Releases
Jep, like that :3 And yes, looks more like a real flag now Just a detail, is it the "voidness" of flag-effect in the center area, or is the crest not included in the flag-effect? -
After a lot of fooling around, my first mission to Mun
cy-one replied to cy-one's topic in KSP1 Mission Reports
After crashlanding the mission, I couldn't really recover the central hub... But as a few rovers and, nearly more importantly, the warehouse/yard-vessel landed in one piece, I'm currently building a complex using 2.5m-rovers. As soon as I'm done, I'll add the pictures. -
Mulbin's Flags - Custom mission flag collection.
cy-one replied to Mulbin's topic in KSP1 Mod Releases
Hehe, of course I only mentioned the German context of those colors. Black-Red-Gold are quite new colors to German history... And well, I tried to use them first, but it just looked... bad. And a little clowny. Glory to Artotzka! Nice idea Also, nice implementation. Might I suggest not using black, but very dark gray (I think I used #222) and adding the "minimalistic.png"-flag with some blending effect? That's how I applied the "flag/cloth"-effect on my flag. -
Mhm... Just a question. Do you think your plugin will be limited to squad-parts (because you can make your plugin to handle them with ease, as all nodes/scales are known), or will it be able to handle other stuff, too? I honestly don't really care, as most of my "aww damn, I would love to weld those x parts together" usually involve only stock-parts Nevertheless, I'm curious.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Always, MacTee I just HAVE to put up suggestions when I get them. Else I will forget them -
After a lot of fooling around, my first mission to Mun
cy-one replied to cy-one's topic in KSP1 Mission Reports
Thanks for the suggestions, but in this case, it's all accounted for The small kethane tanks of the rovers only function as "structural fuselage", to put it that way. Their capacity doesn't really matter. I have a standardized rover-design based on 1.25m-fuselages... And I dislike using structural fuselages, as they don't provide _any_ benefit. So in this case, I used the kethane tanks. During usual operations, they won't be beneficial, too. But besides that, they provide a little more Kethane buffer. The rovers will be docked to a central energy/processing plant, that will provide the energy for both the rover's drills and the kethane converter (also the rocketparts 3d printer). It will also double as depot, providing hell of a lot more kethane capacity. -
After a lot of fooling around, my first mission to Mun
cy-one replied to cy-one's topic in KSP1 Mission Reports
For your power-sats, you COULD go overkill and use the 400 e/s panels that the same pack also has. But they're so huge, that even a normal "big station" is dwarfed besides them. Anyway, those are the second-biggest pannels from the KOSMOS-Pack. Biggest besides the previous mentioned ones. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
cy-one replied to sirkut's topic in KSP1 Mod Releases
I made it now with the... uhm... door hinge thingies, although I would really prefer the tall ones for this besides reducing part count, it would just look better. So if it will get added, I would still want to use it and replace my thing with that. -
After a lot of fooling around, my first mission to Mun
cy-one replied to cy-one's topic in KSP1 Mission Reports
3.9.2013 The mission was a full success, even from Jeb's point of few. A mining site was surveyed and marked for the next step of the program. Transfering to Mun went... interesting, as the crew seemed to take some time off... which resulted in a trajectory that wouldn't let them be catched by the Muns gravity, but smash them right into it. But the crew remembered how to turn on the engines and saved the mission. And their lives. Jeb had hell of a good time speeding around with the rover, reaching top speeds of nearly 180 km/h. Good thing they brought several pairs of spare tires. They needed them. All. Rendezvous with the fuel tank in orbit was a delicate action, as the fuel on the lander was just enough... but really just. After that, everything went smoothly. Jeb overshot just a little bit, when he tried to hop from that rock behind the rover on to the rover. Just a little bit. Besides that, he hat ****loads of fun 5.9.2013 And in an undocumented mission, Bill returned the crew from Asbru Station. Their stay was short, but the station was deemed impractical and might get replaced with a new one. It was also not expandable. In another undocumented mission, Jeb launched a small experimental shipyard into a stable 300km-orbit around Kerbin. Tests were successful and Jeb returned in a newly built, slightly modified Aeris 4A. He landed on the KSC Airstrip and couldn't be bothered NOT to roll the damn plane on to the Launch Pad... and break one engine in the process. Not yet launched In preparation for the next step, autonomous Kethane mining rovers and a central processing and powering hub are being planned, constructed and tested. Currently, the mining rover has a cockpit for an operator, but successful tests showed, it can operate without a Kerbal on board. Nevertheless, the central hub will have a small living area, housing two Kerbals to control the mining operation. And while the engineers are denying it, the accountants claim that the development of the central hub's folding solar panels did cost more than the whole previous mission. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
cy-one replied to sirkut's topic in KSP1 Mod Releases
My GUI stays active, but the telescope that the docking port was mounted to is broken, even reloading (space center -> tracking station -> vehicle) doesn't resolve that. But I wanted to ask for a small feature... Could you add (or make a seperate mini-addon) hinges that are 90° tilted? (so, 100%), so we can built pre-folded stuff (that fits inside fairings or is just more compact). Or is there a way to do this via CFG? Edit: Oh, should clarify: I mean the tall hinges. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Thanks for the update. A new request: A search functionality for the Parts. If possible, not only displaying matches, but highlighting them. At least i would prefer that edit: Tihihi, new page again -
uuuuh yes, not only you... That'll get rid of some wobble and physics-lagg.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Well, in case of Talisar, his way saves a lot of disk and ram space for his mod. So I think it's the better way, even if not the easiest to handle. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Nope, nothing from the tanks is showing up whatsoever - in KSPMA. In KSP everything worked fine. But KSPMA seems to be quite oblivious. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Did you install the new ones? -
[0.21] Hooligan Labs - Airship, Submarines and More
cy-one replied to Hooligan Labs's topic in KSP1 Mod Releases
Dunno if someone already said it, but... It would be great if buoyancy and pitch would work together when you pitch-balance an imbalanced sub... When you change the buoyancy, it tilts before it settles again. Same for... thingy... ehm, airships. -
[0.21] Hooligan Labs - Airship, Submarines and More
cy-one replied to Hooligan Labs's topic in KSP1 Mod Releases
That page is empty for me -
While an entry in the CFG would be the better way for the user, if not, I would suggest something around 5-6 km as default "extended range", this means not only would they spawn outside of lag-range, you could also ferry between them without ever having both constructs loaded at the same time. Oh, and I wondered where in this thread can I find an idea about how many parts I need for what ship? I already found out it's not the vessel mass Also not 125%, as 17,28 (test vehicle) needs 23.58... and not 21.6