-
Posts
133 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MaxP
-
Oh. thanks, i'll try it. I was looking at stock parts and didn't see this parameter...
-
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
You mean that if i wish to fly a realistic way (with loosing control of vessels out of signal range), i need to build craft only using parts with added ModuleSPU? Not problem for me, i'll add the module, but i didn't know. May be it will be correct to add this information in readme? -
+1 Lack, many of parts are not really fuel crossfedd capable. How can we turn it off? Is it model options?
-
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MaxP replied to rbray89's topic in KSP1 Mod Releases
"It goes like this..." -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
Yes, vessel has no probe core with SPU, only antennas with SPUPassive, but... Why is it contollable that way? Is it normal? -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
Why signal delay sometimes (and often) is not showing? It is in "local control" status, but no kerbaman inside... -
Awesome parts. It saves a lot of my time by using communication landers like this Triangular beams are very useful, due to lack of parts like these. And, with these parts my game shows 60 fps almost all the time )) I think, it needs only some texture correction with gradients, like parts in AIES mod. Anyway, it is must-have now.
-
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
MaxP replied to rbray89's topic in KSP1 Mod Releases
Hmmm... Reduced allocated RAM from 3.2 to 2.7 GB. Sounds like magic, will test it. -
Good balanced great looking engines, thank you.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
As I thought, it works only outside the Kerbin system )) -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
Antenna's gain for emitted and received signals are equal )) The difference is the tranceiver specs, but ones that comes on space are good enough )) The receiver specs (sensitivity, selectivity and others) are balanced with emitting power, that gained by the antenna in appropriate direction. There is no chinese walkie-talkie on space missions )) So, the RT model without "additive" option makes me depressed )) And I have a question. What I need to press to activate flight computer? I'm pressing green button with calculator icon, and nothing is happens. -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
I create small excel-file for launching time calculation from planets to adjust appropriate satellites positions on intermediate orbit. May be someone will find it useful. You enter the intermediate orbit for satellites, planet radius, Gm, period (21600 s for Kerbin), angle between satellites, and you will get delta t result. All you need then is to change ap and pe for each sattelite after adjusting them on low orbit. I.e., for launching 3 sats on stationary orbit with the intermediate orbit on 1000 km, we have to launch them with 3284 s time interval. Of course, ascent times must be approx. equal. Yes, it is much better if you can do these calculations by yourself, but if you can, and want to save time - please ) -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
Because dishes must be pointed at each other, because of directional pattern Or you will have no connection. -
[0.22.X] BobCat ind. Historical spacecraft thread
MaxP replied to BobCat's topic in KSP1 Mod Releases
Yes, I'm forgot about this. Seems there is no pdf in the archive. People are waiting for instructions, sir -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
NathanKell, thank you, it is good enough for feel "more precise" )) Range errors we can imagine as unpredictable conditions. -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
Just delete dll )) Cliph, thanks. But we building those networks according to antennas ranges - why not to be more precise? )) I understand, we don't need tons of maths, but this point is important, and, I think, it is not so hard to calculate - elementary actions. It is offensively when sattellite with high-gain dish loose connection just because, while in real it can operate fine, don't you think so? More questions. what is the strings in config: NathanKell_MultipleAntennaSupport RangeModelType ? -
Now-defunct-thread-that-should-not-appear-in-google-search.
MaxP replied to Cilph's topic in KSP1 Mod Releases
I have a few questions: 1. Why RT2 not compatible with RT1? Problems with old dishes authors permission? Can anyone give a suggestion, how to combine old and new antennas? 2. Whether there is a way to more precisely adjust antennas ranges? As I remember, pointing dish on omni-antennas will results in double range of omni-antenna. It is far from real, range is depend on dish gain. Any way to adjust it? 3. Whether there is a way to bind activate/deactivate functions from RT2 to other antennas animation (like antennas from LLL/AIES)? -
[0.22.X] BobCat ind. Historical spacecraft thread
MaxP replied to BobCat's topic in KSP1 Mod Releases
I'm burning with desire to try so many models, but the games says "3.5" -- I've test it... What can I say... yes, it have a big size, somewhere not ideal textures, but it is great, just don't know why. Ã¥þтѠýõт, ÷ýðю )) Ãœðûþ тþóþ, чтþ ÿрøÑÂтýþ уòøôõть рþôýую тõхýøúу, тðú ÑÂтþ õщё ø ÷ðüõчðтõûьýþ ûõтðõт. ÃÂð Ñурðýõ òышõû ýð þрñøту ø ÑÂõû Ѡÿõрòþóþ рð÷ð, ýð Úûøÿõрõ ÑÂþ òтþрþóþ - ø ÑÂтþ Ñ FAR... Þфøóõть. Ã’ þñщõü, Ñþñ, úðú òÑÂõóôð, рðôуõт. àôûѠòÑÂõóþ ÑÂтþóþ üþôð ýðùôу üõÑÂтþ, ôðöõ õÑÂûø ÿрøôётÑÂѠуôðûøть ÿðру ÑÂþтõý üõóðñðùт ôруóøх üþôþò. ÞÑÂþñõýýþ úþóôð ÑÂôõûðют ýþрüðûьýыõ тõúÑÂтуры ÿþô RealSolarSystem, ÿþтþüу чтþ - ôòøóðтõûø )) Ãâ€Ã°, ø ÑÂðüþõ óûðòýþõ - ÿрþø÷òþôøтõûьýþÑÂÑ‚ÑŒ ýð òыÑÂþтõ. ÃÂõ ÷ýðю úðú, ýþ тðúøõ þñъёüýыõ üþôõûø ÿþúð÷ыòðют ÿрþÑÂтþ þтûøчýую ÿрþø÷òþôøтõûьýþÑÂÑ‚ÑŒ. And, Bob, there is no ladder on the Buran )) -
[0.22.X] BobCat ind. Historical spacecraft thread
MaxP replied to BobCat's topic in KSP1 Mod Releases
Thanks, I've encountered it just now I didn't know that interiors are so necessary )) I just can delete this string from cfg without any problem, right? -
[0.22.X] BobCat ind. Historical spacecraft thread
MaxP replied to BobCat's topic in KSP1 Mod Releases
Installed properly, but only needed parts (without LifeSupport plugin, Mir, Soyuz and others). Kliper, as I said, works fine, I've landed on second try )) And yes, I have other mods, but all works fine. Ok, I will try to install all this huge pack -
[0.22.X] BobCat ind. Historical spacecraft thread
MaxP replied to BobCat's topic in KSP1 Mod Releases
I'm trying to launch Buran, and got this: Body::setMass: mass is -1.#IND00, should be positive! The textures on navball is not loaded, and stage order is unavailable. No previous version installed, all parts needed is present, Kliper works fine. -
Due to it's model, couple of it will dramatically decrease your fps, as well the big rotating one (MacroDishSr). That is why I'm using antennas from LLL and AIES, and stock ones. But, as I understand, I can't combine deploying animation (like exp5) with RemoteTech without new dll?
-
I'm really insiperd with this... [Lack, what kind of dish do you use for making screens on firts page?]>null Oh God, I'm so stupid... This is the stock Communotwork. I knew I saw it before, but didn't extend it How about textures for Oxygen tanks (1x1/2x1) and kethane generator, in addition to kethane tank, and batteries for this formfactor?
-
What build do you use? I experienced such problem. Try to delete all cfg files from mechjeb folder, or delete whole, and make a clear install. My be with another build (I use 102 dev build and almost everything is fine). One more thing: do note use special symbols (like ":) in craft name - MechJeb creates cfg files with appropriate name, and won't be able to create such names. You'll experience big lags ))
-
I've turned from ISA MapSat to this mod, it's much more better. Thanks, I've been surprised with this.