lekkimsm2500
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Everything posted by lekkimsm2500
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I've had some bad experience in the past with surface bases and whatnot, that despite they had features that would allegedly attach them firmly to the ground of whatever planet/moon they were deployed on, time warping would in most cases end up being the end of bases i had made. Jumping, twitching, glitching and just generally the charm of KSP physics. Just how sturdy/resilient is this against quirky physics? Do modules actually STAY attached, assuming attaching modules and bases is a thing in this mod?
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
lekkimsm2500 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Sorry for the bump, it's apparently just a shallow glitch, it updates correctly the moment i bring to the launchpad. Is anyone familiar with any specific mods that tends to conflict with US? Switching between heights or payloads tends to just add more containers, and i don't have a great guess as to what could be the cause of it.- 1,554 replies
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- kis
- universal storage
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(and 3 more)
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[1.4.2] ForScience! v1.5.2 - Your science autopilot.
lekkimsm2500 replied to WaveFunctionP's topic in KSP1 Mod Releases
Well latest version of ForScience does work to an extend in 1.8.1 But up till 1.7.3 ForScience would also include DMagic Orbital Science parts. It will list DOS parts, along with stock science parts, but clicking on the DOS parts does nothing, and there's no longer any automation to them. You have to manually reset parts that's not stock. Who'd be needing to update for this to work again? DMagic, or ForScience? -
Straight from the readme of the main folder, as it has always been.
- 290 replies
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- surface features
- robotics
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ChangeLog: =================================== v1.7.1 ============================================================ +++ Improvements * Implemented Cargo part category and Inventory processing. * Implemented PAW UI drop-down grouping functionality. * Implemented scrollbars to PAW UI windows. * Added a new type for PAW fields, a double slider to set ranges with a min and max values * Kerbal Portraits now available on EVA. * Implemented Axis groups. * Implemented Action/Axis group override sets (if 'Activate Action Sets' is enabled) * New game setting - Shadow casting for CBs. * Add and apply High Gee settings to wheel suspension. +++ Localization +++ Parts * Fix Bobcat, Wolfhound, Kodiak, Poodle, Terrier, Spark, Flea, Hammer SRBs not recognising thrust obstructions. * Fix Twitch, Spark ISP engine value. * Fix Flea and Hammer white variant using incorrect texture +++ Bugfixes * Fix for maneuver mode UI being interactable while the Pause Menu is active * Fix for maneuver nodes collapsing to delete mode if moused-over quickly after switching nodes with the maneuver mode UI. * Fix maneuver node data being copied across nodes in some circumstances when using the maneuver node editor. * Fix NRE when root part is delete and fuel overlay is turned on. * Fix Menu Navigation when in the Game Difficulty > Advanced menu. * Fixes to wheel suspension spring and damper settings. * Fix wheel damage on docking, undocking and loading on high Gee CBs. * Fix wheel friction. * Fix engineer report showing incorrect mass for vessels containing parts with variable part module mass. * Fix simply clicking on maneuver node resetting the node burn. * Fix science experiment overwrite dialog text. +++ Mods * Added GameSettings.SaveSettingsOnNextGameSave method to flag the settings dirty and trigger a settings save next time the game is saved. * New GameEvents.onPartActionUIShown when PAW window is shown. * PartLoader no longer clears modules and resources from preconfigured parts. * Contracts - contract definitions Nodes are now processed additively. Before subsequent Contract nodes encountered on loading would override each other. * Experience Trait nodes can now handle multiple Effect nodes in different cfg files.
- 290 replies
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- surface features
- robotics
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So i need a little fix'em. For the longest time, i had a custom patch made for MJ. It would simply enable all MJ features in career, at the first node of the tech tree. Simple. [code]@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = basicRocketry } MechJebModuleSmartASS { unlockTechs = basicRocketry } MechJebModuleManeuverPlanner { unlockTechs = basicRocketry } MechJebModuleNodeEditor { unlockTechs = basicRocketry } MechJebModuleTranslatron { unlockTechs = basicRocketry } MechJebModuleWarpHelper { unlockTechs = basicRocketry } MechJebModuleAttitudeAdjustment { unlockTechs = basicRocketry } MechJebModuleThrustWindow { unlockTechs = basicRocketry } MechJebModuleRCSBalancerWindow { unlockTechs = basicRocketry } MechJebModuleRoverWindow { unlockTechs = basicRocketry } MechJebModuleAscentGuidance { unlockTechs = basicRocketry } MechJebModuleLandingGuidance { unlockTechs = basicRocketry } MechJebModuleSpaceplaneGuidance { unlockTechs = basicRocketry } MechJebModuleDockingGuidance { unlockTechs = basicRocketry } MechJebModuleRendezvousAutopilotWindow { unlockTechs = basicRocketry } MechJebModuleRendezvousGuidance { unlockTechs = basicRocketry } } }[/code] But, and i cannot tell if it's 1.7.0, or if it's a mod or two doing this, with the patch applied, it seems to be back to normal, unlocking individual features on different nodes. Could it have something to do with the Restock mod i have installed? Or some other mod with similar functionality? Edit: Oh well, i managed to fix it, by tampering with the MechJebNoCommandPod.cfg.
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Oh boy, i just came in here to ask about if you'd be adding some more IVA's, and reading this, i'm looking forward to not having more IVA's added for the time being. Can't wait!
- 2,070 replies
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- iva
- rasterpropmonitor
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Sarbian, love the work as usual. And i have a suggestion. I've been fiddling about with build 747, haven't updated for quite a while previous of that, and now noticed the wonderfully feature-rich autopilot. I love it. However, compared to the old mechanic, (which i THINK was called spaceplane hold?), the autopilot seems to have a very difficult time keeping my aircraft from bouncing up and down through pitch. It can't seem to stabilize, until i've gone through the meticulous process of alot of limiting authority, on all pitch-active control surfaces, and even any SAS modules too. Would it be possible to add some sort of tweakable factor within autopilot, that would determine some sort of aggressiveness, responsiveness or dampening of the autopilot?
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It doesn't look like it. If i downscale it, all of the Δv on default i had on the default size, turns into 0, and provides some crazy 75 TWR. This is at least what MJ reports. And if i go to launch it, the camera gets extremely screwy and starts to gain altitude, the velocity goes up and down just as screwily.
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There's a chance it could just be because of my mods, but if i try scaling the Twin-Boar engine down, things get really screwed up. Can anyone else confirm this for me?
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... You're making it sound like the developer is a robot or something.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
lekkimsm2500 replied to BahamutoD's topic in KSP1 Mod Development
Anyone? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
lekkimsm2500 replied to BahamutoD's topic in KSP1 Mod Development
I'm gonna need a bit a help on the modular missile contraption. I've tried alot of different setups and whatnot, but i still haven't managed to get it to do ANYTHING else but fly in either a straight line or drop right down. Is there like a short tutorial, some steps described, or maybe small video showing how it works? -
Hmm, ïf you put it like that, then let me share something that's been on my heart for a little while. I wanna learn arduino. Really bad. But i really suck at coding. All the coding/C++ i can do, is copy templates from a book into Arduino Sketch ... Oh yeah, and if there is some code, where numbers like timing and such comes in play, i do understand that quite easily, for some odd reason, but that's about it really. But what i also have that might help, is an Arduino Starter Kit, that comes equipped, with what i can only assume is just plenty enough, to get started on my own KSP hardware, and hopefully, learn something about it too as well. tl;dr, i'm too stupid to arduino currently, where do i start?
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
lekkimsm2500 replied to BlackNecro's topic in KSP1 Mod Releases
Nobody knows how i get rid of the subcategory thing?