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KSP2 Release Notes
Everything posted by Ravien
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I'm sorry, I messed up zip directory structure. Now it should work. Today, after I get back from work I'm going to put it on Kerbalstuff
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1.1.2 is last version of this plugin maintained by me. Since 1.1.3 was taken over by @Teilnehmer For future updates and new versions please visit * NEW * thread -- This small plugin contains tweakable temperature gauge. After recent changes made by Squad, I decided to create gauge intended to show temperature of closest to explosion part of the craft. Don't get me wrong, stock temperature overlay is good in testing phase but during real flights I'm much more interested with clear indication, when my contraption going to disintegrate. Installation Copy the GameData folder into KSP root directory Configuration Run KSP, setup gauge position by dragging it into desired place. Thermometer button in flight scene brings configuration options: Deactivation threshold - temperature index, below which gauge will hide (300 means 30% of maximum part's temperature) Activation threshold - temperature index, above which gauge will show Show temperature - shows actual temperature of measured part Highlight critical part - highlights measured part Gauge lock - locks gauge in place Force show gauge - makes temperature gauge visible all the time Deadly Reentry compatibility - sets DR compatibility mode (This option has been removed - plugin detects Deadly Reentry automatically) Use module exclusion list - enables tracking of case sensitive list of modules separated by commas (any part containing module from this list will be ignored by gauge) Remove toolbar button - removes toolbar button after next reload of flight scene (To bring back toolbar button You have to delete or manually edit config file) This plugin was tested with 64-bit KSP builds :). 1.1.2 version adds new parameter editable only in config.XML: "Base winID". In eventual case of window ID conflicts with other mods user can manually set new base number. Requires KSP restart to work. Current plugin version: 1.1.2 - (6 June 2016). > Download (form Spacedock) < >Source< currently dropbox only License: GNU GPL v3 Version history:
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Could anyone knows how stock precoolers suppose to work?
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Sarbian probably waits for new ferram's with update
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Something I probably could write but I don't know how to add visual elements to screen
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It would be nice to get some visual temperature indicator showing how close to explosion craft is. I think it should make calculations depend on part closest to destruction and show it as percentage.
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How to add button to right click part menu
Ravien replied to Ravien's topic in KSP1 C# Plugin Development Help and Support
Yes, of course I forgot about KSPevents... Thanks -
Anyone made autotag script dedicated for Interstellar? Adding one to part catalog would be nice. Now, when you install this mod vanilla script adds too many single part branches
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Ravien replied to cybutek's topic in KSP1 Mod Releases
Is it possible to make fonts in new engineer little bigger? Could You add option to XML? -
[1.0+] B.Dynamics - Retracting/vectoring engines etc. v1.2.0 (May 6)
Ravien replied to BahamutoD's topic in KSP1 Mod Releases
Works with 0.24. Tested with 32bit. -
Tweaks were made for RLA Stockalike 0.9.4. Its a part of grater project - Changes in prices and characteristics to made parts form various mods competitive with stock parts. Those slightly better should be at least more expensive, weaker or smaller (to some degree) should be cheaper
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RLA usability & pricing tweaks in handy module manager format, Dropbox link: tweaksRLA.cfg from my modset.
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Those instruments are perfect. One thing - could anyone integrate it with toolbar ?
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Great job Porkjet, but did you intended to make wings in SP+ so fragile ? With SAS on and some hard 6-7 G-s turns even with FAR structural failures disabled wigs just falling off and sometimes i got command part separated.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Ravien replied to Porkjet's topic in KSP1 Mod Development
Really great work, I hope You didn't forget about habitats -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Ravien replied to shaw's topic in KSP1 Mod Releases
Thanks, my mistake... -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Ravien replied to shaw's topic in KSP1 Mod Releases
Could You, please, make option to spawn Kerbals with helmets and jetpacks even on Kerbin, like in vanilla game ? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ravien replied to sirkut's topic in KSP1 Mod Releases
Lately IR button from toolbar seems not to work properly - IR windows are visible all time. Anyone got same problem? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Ravien replied to Nereid's topic in KSP1 Mod Releases
Some nice stuff, Nereid. Definitely I'm going to use Final Frontier in my next game. -
It's really great work, Porkjet. I like the way it seamlessly fit with ships built with standard KSP parts. If You think about new parts - maybe 2.5 to 1.25 connector with windows, cool science lab with IVA (manned equivalent of SC-9001 Science Jr to make some science on the surface of Jool moons) or small thingy intended as main part of single seat escape pod (just add engine, parachute and go..)