AlbertoKermov
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Everything posted by AlbertoKermov
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[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Oh my god bobcat, oh my god, you made the Neptune panel!!! I have no words to describe my joy, I'm so glad you made it! -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Nice, great job Bobcat! -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Oh my god please use this on the Soyuz-TMA -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Awesome thanks. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
I'm talking about his Soyuz not RSS. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Is that accessible/released? Would you have happened to make a Neptune Panel for the Soyuz TMA? I'm going to attempt to bind clickable IVA buttons to action groups or other stuff defined on cgf files. -
Code structure of plugin.
AlbertoKermov replied to AlbertoKermov's topic in KSP1 C# Plugin Development Help and Support
Awesome thank you so much! This makes it waaay easier, I'm glad KSP is OO. Will be doing this over the weekend . -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
What is RSS? What is the "real" vs the "stock" soyuz? -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Oh I see, I just assumed the structural nodes were defined in the model not the .cgf, maybe I can add solid propellant engines to the shrouds too! So gonna mess with it Anyway, if you could give me the coordinates for the nodes, that'd be great and save me loads of time. Unless they're the ones commented out. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Which set up? Tell me about it. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
If I don't decouple them, the orbital and and descent module just blast trhough -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
How did you get the escape system to work like that? The upper shrouds not separating and firing their rockets? -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
I noticed that the Orbital and Service modules couldn't deploy their antennas with action groups. So I checked the cfg files and noticed something. MODULE { name = ModuleAnimateGeneric animationName = orb_ant startEventGUIName = Deploy Antenna endEventGUIName = Retract Antenna } Was missing the line: actionGUIName = Toggle Antenna So after adding that, one can add the antenna toggle to action group. For example, when I press 5, The Soyuz decouples the payload base and extends solar panels and antennas! So, in the end, it looks like this for the orbital module. MODULE { name = ModuleAnimateGeneric animationName = orb_ant startEventGUIName = Deploy Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle Antenna } -
Hi Asmi, after a while the frame rate started dropping like crazy. From 30+ fps to < 10 fps. Do you want the log file? I'm not using other mods but Soviet Pack and Mechjeb. However, removing the ECLSS folder brings my FPS back up to 30+. There's gotta be a memory leak somewhere. EDIT: Alright I think I tracked it down to the regenerator. Activating it drops by FPS from 23 to 10. EDIT2: Also, when on map view, focusing on other vessel or at the launchpad, the FPS drop a lot regardless of ECLSS. Maybe all the calculations bog down the whole system? Is there a quick way to say, make the calculations every second and not every milisecond?
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Hello, While I have experience coding JAVA, C++, C#, PHP, JS, etc. I have never done a plugin for KSP. Is the reference for it? What is the structure for connecting click events from different parts, etc? For now, all I want to do is bind action groups to cockpit buttons, and as a button is clicked, an output is shown on the screen in the same way as the transmission is done. Thank you so much, I'm really eager to start modding KSP! As a reference, I've modded, M&B, OFP, ARMA, and other less known/older games.
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[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
I'm afraid I lost the pdf manuals from the past releases, does anyone have them? Proton and Soyuz specially. Not sure if there are any more than those. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Oh don't feel bad about that! You're my favorite modder and your mods are the finest KSP has ever seen! -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Are you doing it on career mode? If so, then add the line "TechRequired = start" on the editor parameters, note that "start" can change to the tree node you'd like. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Are you using "decouple node" instead of "undock node"? -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Just add on the cfg file on the editor parameters section Of course, change start to the tree node you want it in, like advRocketry, automation, w/e you want. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
For some reason the hotfix completely killed my FPS. -
[1.1.x] Space Shuttle Engines (2016-07-03)
AlbertoKermov replied to sarbian's topic in KSP1 Mod Releases
Is this "landable" on say, mun? (a la armaggedon) -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Nice. I'm gonna give it a shot and try to add food or water to the Mir Station. -
[0.22.X] BobCat ind. Historical spacecraft thread
AlbertoKermov replied to BobCat's topic in KSP1 Mod Releases
Just remove the lifesupport module from the cfg file.