Jump to content

Voidi

Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by Voidi

  1. Two questions about storing the science result: where are the reports from telescope stored? I stored the result from picture take another of the same planet and stored this just as the first. But first one seems to be gone overwritten? Secondly can the hard discs only store one result per science subject? Oh and the weight of the telescope should be reduced, when i toggle the state my satellite begins to rotate
  2. I play ksp on debina tesing with this mod ervything seems to be okay. I have to sugestions: a fine control to rotate the telekop it self would be very nice why get i less sciencepoints when transmitting the picture?
  3. I like the idea of the mod, but with the to parts, there will be no need for a manned capsule. i would better if the science with these robotic parts have a different (lower) value the with real Kerbals
  4. @Surefoot KSP Mod Admin has the Feature of a selectivly Install, an Installer (maybe with UI) is imho the wrong way, better doing this in general
  5. First i think these bugs are not really a problem, I only want to report this, maybe they get fixed some day. I start the game with LC=C, but the Operating system normally has german layout, might it be related with this? I will test windowed mode.
  6. I've found some little bugs, occuring both o a Ubuntu 13.04 and Debian testing with Gnome 3 System: Standart keys for changing Vessel and ',' on the Numpad for toggling Navball in Mapview doesn't work; maybe a side effect of starting Game with LC=Ct after I Alt+Tabbed through the Windows, the Game the game behaves strange - the rightclick context menue of part don't disappear - all of rotation controls work as i would permanent hold the Modifier key (alt) in my case comments on this?
  7. I make something for the Container-only Parts; took the textures from Ioncross Crewsupport and merge it with configuration of TAC https://github.com/Voidi/Life-Support-Containers I think i will update this and add the recycler Parts and nicer Textures for Radialtanks. I'm not sure about the license, because Ioncross also uses textures from user zzz
  8. Ok my fault! At my first test I looked not serius enough at the values.
  9. Ok tested some things with part.cfg. How can i modify this "public float parachuteDrag;" is it possible from the part.cfg? A hack to simulate a lower drag is to reduce the mass. Writing 'maximum_drag' to part.cfg as described http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Standard_Part_Parameters: seemed to has no effect (I tested a value of 0.1)
  10. I have this mouse wheel problems too. tested on debian testing and ubuntu 13.04 This zoom-in bug in map view occurs in previous versions too, isn't it?
  11. @WestAir I have also FAR installed, don't know if the behaviour change without. The first capsule have a heatshield integrated; I also modified the Pluginparts to appear at different nodes of Techtree. Keeping position of the Vessel for me is easy, before the thicker atmosphere I activate SAS. This work for my little capsule and a combination with science module. EDIT: does anybody know if ialdabaoth is still maintaining the plugin? otherwise we could add these techtree modification
  12. Hello Guys Original I want a little nice drogue-parachute that can be mounted radial. Because I didn't find an existing part, I decide to try make my own one. How hard can modding be anyway? To start, I copy the Mk2-R Radial-Mount Parachute and change the values in the part.cfg. I thought for a first step this should be ok, after that I could change texture. But then I realised the chute opens at a high of 2500 m as configurated, but seems to have drag like a normal Mk2-R. I googled a bit and found that (at the moment?) the drag of a parachute is calculated 'mass x drag coefficent'. My first question is how to modify the drag coefficent to get a behaviour like a drogue chute? Secondly after the update I want to play with Ferram Aerospace Research (again). What should I consider that FAR calculates my chute correctly? The aerodynamics of FAR are really great, are there any plans to integrate this in the vanilla game? Greetings Voidi
×
×
  • Create New...