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Galane
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KSP2 Release Notes
Everything posted by Galane
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It's an oldie but goodie. I especially liked the micro reaction wheel, which I used in this experiment (along with ReStock CFG mod parts)
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Here's the older release containing some parts I deprecated due to there getting to be very similar ones (like the 'space pants' bi-coupler) in the official KSP or due to things getting broken which I couldn't figure out how to fix, and just because I wasn't into the aircraft side of things much. Do note that most, if not all, of the file paths are incorrect due to Squad moving things around. http://partsbyemc.com/pub/uploads_2013_08_ReStock-0.2b.zip The original release thread by PolecatEZ
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That would be grand! Want to take over as the maintainer of ReStock? I've been checking on the mods I used before to see what's updated for 1.3 or still works despite changes.
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After quite some time away from KSP, I'm wanting to get back to it with 1.3. I did dabble some with 1.x.x but never got around to updating the ReStock CFGs for later than .90. Here's a link to the last version http://partsbyemc.com/pub/ReStock90.zip What needs to be added to the CFG files to make them 1.3 ready? The biggest pain was SQUAD changing file paths every release, along with fiddling with node locations on a few parts, which required twiddling the numbers in ReStock CFGs that used those parts. What'd really be nice is for someone with a lot more knowledge of the inner workings of KSP to take over maintenance of ReStock. No coding or compiler etc required, just information and a text editor. What is ReStock? It's a pack of CFG files that references stock KSP parts and creates new parts by making changes to their size, often not scaling all dimensions the same. It also has parts combined from several stock parts, like the surface mounted 5-way RSC thruster and two sizes of liquid fuel drop tanks. ReStock 90 added even larger parts to fit with the Kerbodyne parts. The ThunderMaximus parts are HUGE, including a modifed version of the single to quad adapter which can mount up to nine engines in two sizes. That one is more than a simple resize. Extra nodes had to be added and their positions adjusted to make the engines fit properly. Unlike other parts packs or mods like TweakScale, ReStock only uses a bit over 100 kilobytes. Many parts were added since I adopted ReStock from its originator, PolecatEZ. You can see some of them in use in my old mission to Eve, done back before nosecones actually reduced drag.
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*poke* Still interested?
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If more than one want to take the reins, go ahead, have fun. Keep the part names so hopefully old craft files will import into 1.1. I was using the extra huge tanks and multi-adapters for the Kerbodyne parts to launch heavy payloads and assemble interplanetary craft in orbit. I had a look at the kerbodyne decoupler .cfg file and found Squad has finally removed the physics significance setting that made it 'massless' in flight. That had to be removed to use the decoupler inverted for tricks like staging tanks off the top of a stack or dropping engines. My Eve mission, using some ReStock parts, from before nose cones actually *reduced* drag. http://imgur.com/a/2C8Iw#0
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TheMoonRover was going to rework the ReStock parts pack for the 1.1 release but appears to have vanished. If someone else wants to modify and update this .cfg file pack for 1.1, be my guest. Grab it from the links in my sig. Just be sure to leave in attribution to PolecatEZ for originating and me for contributing to it while adding your own name. I have 1.1.2 but have yet to find time to play with it, let alone dig in and find out what all changes have to be made to these cfg files.
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$4 for the e-book http://www.baenebooks.com/p-920-footfall.aspx Also note the Free Library for free books. There are also some CD-ROM image files of free books at baencd.thefifthimperium.com On those discs you'll find over 100 total free books in multiple formats, all DRM free. (There are several of them on more than one disc, and Lois McMaster Bujold requested discontinuing free distribution of the disc that was packed with the hardcover of "Cryoburn".)
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In the book, it's built to go out and attack the aliens who resemble baby elephants with a tusk that's split into two multi-tentacled appendages. After dropping a bunch of rocks on Earth to bombard the humans into submission, the humans are rather upset. The aliens provide a symbol to be used on non-military stuff to indicate it shouldn't be attacked. So this "Michael" ship gets built under a large dome with a big copy of the symbol on it. It all has to go up in one launch because deceiving the aliens will only work the one time. With an Orion drive it's not a problem if the first bomb fails, the big problem is if the *second* bomb fails. Then you're popped up into the air a ways and falling back. If you can't get a 3rd bomb under and exploded ASAP the ship will either smash into the ground or the blast wave combined with the downward velocity of the ship will destroy it. You definitely want all of the launch to orbit bombs to be perfect.
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Sooo many mods would be needed to build this. BD Armory for the guns. A mod to put a special launchpad way far away from KSC or launch would wipe it out. Is LAZOR still being maintained?
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Found these and thought they'd be ideal for a KSP build. From the Larry Niven and Jerry Pournelle novel "Footfall". Note that it's carrying 14 of these, plus the four Shuttles. http://pre05.deviantart.net/ea84/th/pre/i/2015/216/f/5/gunship_by_william_black-d8euev1.jpg
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Or use the Landertron mod to come to a quick stop.
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It was raining a lot and enemy forces have busted up the runway. The ground is a muddy mess that will cause planes to flip so the only choice is to attempt to land your returning aircraft on the damaged runway.
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At various times in history, aircraft, usually military types, have been designed with the capability to land on "unimproved" runways or ones that are paved but have some damage. Is it possible to land on the KSC runway after it's been damaged?
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Galane replied to Dr. Jet's topic in KSP1 Mod Releases
I found a need or perhaps desire for some rather large rockets, and added parts to ReStock to do it. Check the .90 WIP link in my sig for some example rockets. With an earlier release of KSP I made use of some of the extra large parts for a mission to Gilly, Eve and back. http://imgur.com/a/2C8Iw#0 -
1.0.5 and collider trouble. NEED HELP!
Galane replied to Dr. Jet's topic in KSP1 Modelling and Texturing Discussion
So instead of fixing their bugs with non-convex colliders, Unity decided to wimp out and deprecate them. Bah! That will break a ton of mods, anything and everything that involved putting things inside of other things, like 6S Tubes and various cargo frame+module parts. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Galane replied to Dr. Jet's topic in KSP1 Mod Releases
Looks like a very useful parts pack. A part I'd like to see is a multi-engine interstage adapter for use with the Kerbodyne tanks. I cobbled one together by resizing and "welding" together a couple of structural fuselage pieces then putting on 8 nodes for LV size engines. It has a "peg" in the middle for a 9th bottom node to attach the stage below. Works but is ugly as can be and has no fairing. Why make it? Because I wanted something other than using single KR-2L+ engines on upper stage Kerbodyne tanks. A multi-engine mount allows for adjusting thrust and fuel use when moving the big things around in space. I put it in the ReStock CFG file mod pack that TheMoonRover is supposed to be updating for 1.0.x. Another part that would be most useful is a KSP scaled equivalent of the Aerojet M-1 rocket engine. 'Tis a pity that a complete M-1 was never assembled and tested. https://en.wikipedia.org/wiki/M-1_(rocket_engine) -
So one could zip in over the runway, engage this to put on the air brakes then have it settle down at 0.2 meters per second? Sounds like a sometimes useful 'glitch'. What happens when the airpark is turned off after the craft actually lands?
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That will be nice. I want to rebuild my Eve mission to redo it in 1.0.x The two kerbal lander depends on the airbags for liftoff from Eve.
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You can edit the CFG to change the version to make the warning go away.
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[0.90] ReStock Ninety. It's back, again, with even more parts.
Galane replied to Galane's topic in KSP1 Mod Releases
ReStock is now being taken care of by TheMoonRover I'm looking forward to seeing what becomes of it. I was mostly just poking and prodding at it, and spending a bunch of time with each new KSP release figuring out where Squad had moved half the toys... I also didn't expend much effort on the plane parts beyond keeping the parts available in inventory and a couple of times adjusting some node positions to adapt to some alterations in the game. -
The real bugger about KSP is it just doesn't do (or allow) station keeping on anything you're not looking at. Once you get over 2.5 kilometers away from any vehicle the game locks its rotation and if it's in space it goes "on rails" where the only thing that is allowed to affect it is collision with a planet or moon (or I presume a discovered asteroid) which totally destroys it. If it's in an atmosphere and you get over 2.5 KM away, the game "helpfully" removes the un-landed vehicle - usually. At times I've had a look back during a launch or shed pieces of a ship (deliberately) during landing and seen the dropped bits persist in atmo quite farther away than 2.5 KM, but nearly always it'll delete them before they hit the surface. A mod that would keep a ship's orientation relative to the body its orbiting when you're not looking at it, or could safely snap it to the relative orientation it had when last observed, would be quite nice. Of course it would have to drastically fiddle with the physics engine for a bit, preferably without conflicting with Kerbal Joint Reinforcement. KJR already twiddles the physics when you launch a craft or come out of warp or switch to a craft from outside physics range. It helps prevent KSP from ripping things apart with sudden applications of the physics engine.
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If you just have two tanks you can either set the bottom one to Out or the top one to In. No need to do both. If you have fewer tanks you want to keep full than tanks you want to empty, set the smaller set to In. With the changes to how RCS fuel use is done, there's much less need to manage it with this or other pumping mods. The most beneficial change to TAC Fuel Balancer would be to make its setting persistent instead of all coming unset when you switch ships.
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I'd like to have persistent settings that stick when a ship is switched away from. That would make refueling from tankers much easier. Set everything to flow out and *not* have to ride the tanker all the way to dock to make it work.