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Everything posted by acc
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Is there a way to make solar panels work with kerbalism that don't use the stock modules? Trying to get the SSTU panels to work in background simulation. Following mm-patch adds the solar panel reliability to them: @PART[*]:HAS[@MODULE[SSTUSolarPanelDeployable]]:NEEDS[Kerbalism,SSTU]:AFTER[SSTU] { MODULE { name = Reliability type = ModuleCurvedSolarPanel title = Solar Panel redundancy = Power Generation repair = true mtbf = 36288000 extra_cost = 2.5 extra_mass = 1.0 } } But that doesn't seem to be enough. I also did read the docs and been hoping there would be some sort of part module or something that could work around the need of the stock solar panel part module. If anyone could help me out there that would be awesome. Thanks.
- 2,505 replies
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- life support
- overhaul
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Oh, I must have missed that info somehow. Thank you.
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- launch pad
- saturn
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I just tested the saturn pad in KSP 1.4.1 and everything seems to work nicely, except for the crane. It just doesn't move. Tested it with staging and action group.
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I run in a odd problem on my early space program, where I only have directional solar panels. The Kerbalism calculations for EC seems to not take into account that a craft would align itself to the sun all the time, so I have to jump from craft to craft to make the game recognize that it still has power input. This is especially a big issue when you want to timewarp for a while (as example to finish one or more time based contracts) and on manned vessels, since the life support systems are shutting down. Is there a way around this issue? I really like the mod, but it's no fun to jump from vessel to vessel all the time.
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It was meant to be a joke with no intention to be rude. I apologize.
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I was wondering why my props don't work (KSP 1.4.1, SXT 0.3.23.2) and I found in Firespitter/Plugins a Firespitter.dll.mdb instead of Firespitter.dll. So I would conclude someone @linuxgurugamer has grabbed the wrong file out of the github repo and put it in the latest release But don't worry, it happens. You're doin a great job maintaining the mod.
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Hey, great improvements with the latest update. I got a problem: In map screen I can't get the body info window appear again. It disappeared (in version 1.3.2) at some point (or I accidentaly closed it) and I can't find a way to make it show up again. Tried the old Alt+N, reinstalling, updating to the latest version, checking the wiki and google, but no success.
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I thought some of you might be interested in my KSP youtube series. Playlist: Have fun and please leave some constructive feedback. I've just started producing videos
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@ShadowmageIn a future update, will there be another inflateable hab like the ST-HUB-D? Really miss that thing. Was the BEAM on my ISS replica. I liked it very much. Was also great for radial attachment, without taking so much space like the other inflateable habs.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
acc replied to sarbian's topic in KSP1 Mod Releases
I love nyancat. keep the rainbow moving. free nyan! <3 (dare you mods and delete this; it's acually a valid feature related posting) -
PR 1.3 works fine for me in 1.1.2
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does a working version for 1.1.2 exist? I tried latest pre-1.1.3 (which is 1.0.2), but did'nt work. can't update yet to 1.1.3, because RO/RSS/RP-0 not ready yet.
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LES tower action group
acc replied to EVA_Reentry's topic in KSP1 Suggestions & Development Discussion
I'm not a fan of auto-assignment in general. -
wooohooo =) definetly good news. would join...
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[Paused] Acc Constructions - Project: ISS Alike Station Parts
acc replied to acc's topic in KSP1 Mod Development
not dead (all the files still exist), but had no time yet to continue. as I started this project spare time was not so rare like yet. I hope I'll find some time again. I definetly have'nt give up on this project, but that's all what I can tell at the moment. -
BD armory has a setting menu where you can set the joystick trigger as fire key. I posted a feature suggestion for multiple fire buttons in the BD armory thread
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
acc replied to BahamutoD's topic in KSP1 Mod Development
I've some feature suggestions: - multiple keys to fire (so you can use a button on the gamepad and the left mouse button, without changing the settings) - AI ability to use afterburner - AI ability to detect and open/close cargo bay for "hidden" weapons -
Winter Kerbol 2015: Now with Eeloosian Pine Trees
acc replied to Whirligig Girl's topic in KSP1 Mod Releases
simple but great idea. well done- 24 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
acc replied to ferram4's topic in KSP1 Mod Releases
Did'nt fix it, sadly. But I talkd to ferram (IRC) and he told me I've not enough RAM for FAR to do the calculations properly. Need a new PC anyways, so guess I've to wait until then.- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
acc replied to ferram4's topic in KSP1 Mod Releases
ok, I've setup the launcher to AMD compability mode. have I to launch KSP then using the launcher? because would like to use the force-d3d11 for better performance too. active texture manager should not make any difference, as the stock textures are allready compressed, so far as I know. thanks for your help- 14,073 replies
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