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zengei

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Everything posted by zengei

  1. Since this might prove useful for others... if you're playing with a 6.4x Resize and can abide a slightly larger Rescale, use a Rescale value of 7.834784327285280 to make 1 Kerbin year = 1 Earth year. Now you can enable the Earth time settings and have things make sense (obviously, also set dayLengthMultiplier to 4 so that 1 Kerbin day = 1 Earth day).
  2. v0.6.0 has been released, check the release notes in the previous link. Thanks to @techman83 releases now trigger an immediate reindex in CKAN, so this and future releases will be available immediately upon release in CKAN.
  3. Actually each part in KSP does have a specific heat, it's necessary for the thermal simulation to make any sense. I just don't think it's readily shown anywhere. Could be something I add to this mod. Anyway, why don't I show thermal rate in K/s? Because the native unit is in watts, calculating K/s is just more effort on my part, and nobody has asked for it yet. Now that you have I'll probably implement it at some point.
  4. v1.3.1 has been officially released with compatibility with KSP 1.1.0. It should be available in CKAN in the next couple of hours.
  5. v0.5.1 has been officially released with compatibility with KSP 1.1.0. It should be available in CKAN in the next couple of hours.
  6. For the adventurous a prerelease build for KSP 1.1. Obviously needs a copy of Module Manager for KSP 1.1.
  7. For the adventurous a prerelease build for KSP 1.1. Obviously needs a copy of Module Manager for KSP 1.1.
  8. v0.5.0 released with support for the Toolbar mod contributed by nanathan. By default the AppLauncher button and Toolbar are both configured to "auto", meaning if the Toolbar mod is installed the AppLauncher button will hide itself and the Toolbar will be used preferentially. If you prefer to always have the AppLauncher button you can create a MM patch to force it to be enabled like so: @HOT_SPOT:AFTER[HotSpot] { %GUI { %APPLAUNCHER { %enable = true } } }
  9. [quote name='FirroSeranel']No, the settings are correct. They're only reversed in flight. It's like they're being changed in flight the instant it loads into the vehicle, even when the mod isn't installed.[/QUOTE] That's not possible. Double check your settings, you need to set them to what you want them to be for rockets, not aircraft. [quote name='FirroSeranel']I wonder what would happen if I make my settings file read-only...[/QUOTE] That's not going to help anything.
  10. [quote name='FirroSeranel']I could obviously work around it, by switching the bindings in the game settings, but that's not really acceptable. :([/QUOTE] No, that's the right thing to do. The mod literally just changes your settings in flight, if the game crashes there's no way to know what mode you were in.
  11. The example patch is incomplete, try: @PLANEMODE:NEEDS[PlaneMode] { @TOGGLE_CONTROL_MODE { @primary = BackQuote } } (Note the @ before primary) The example will be fixed in the next update. Good idea, that'll be in the next update.
  12. v1.2.0 was just published that enables this. Create a Module Manager patch with the following content to get your desired behavior: @PLANEMODE:NEEDS[PlaneMode]:AFTER[PlaneMode] { @defaultSphControlMode = Rocket }
  13. The mode is persisted to the vessel, right click on a command pod or docking port click "Toggle Control Mode" to change the mode either in flight or in the VAB/SPH. Anything created in the SPH will default to Plane Mode, there is no way to override that at the moment. Is that what you want?
  14. It'll show up in CKAN in a couple of hours. Real Chute was never marked as compatible with 1.0.4.
  15. v0.4.3 is up which ads the missing aggregate thermal rate to the overlay options.
  16. CKAN tracks files not directories, so long as the files being "meddled" with aren't part of the actual mod install, CKAN won't touch them or care about them.
  17. No it's not, good looking out, I'll have a fixed build up soon.
  18. That's probably accurate, the thermal system doesn't model parts made for habitation that would include insulation and active temperature regulation. A crew capsule is just like any other part in KSP.
  19. v0.4.0 out with support for persisting configuration settings. EDIT: v0.4.1 out with a quick fix for a persistence issue.
  20. Best to wait for Kerbal Stuff to add 1.0.4 as a valid version. Known issue, uninstall and reinstall OuterPlanetsMod. Specific versions of mods can be installed with ckan install Mod=Version. This also bypasses any KSP version constraints.
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