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RiCZrd

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Everything posted by RiCZrd

  1. First of all, thanks for your mod. It's useful. Unfortunately I missed one important feature: the Stock Button Debloater, removing stock buttons that just get in the way. For example: in VAB/SPH - AlarmClock, KSPedia, Messages. Thanks.
  2. Please be so kind as to not tell me what the best way to install your awesome addon is. I'm also not telling you to stick CKAN where the sun don't shine. Can I ask for a classic download link?
  3. Hi, how to recalculate drag for "Size 1.5 Decoupler" (part of MakingHistory DLC)? If I leave the default drag in "cfg", then KSP will not recalculate the drag. If I delete the default drag in "cfg", KSP recalculates the drag incorrectly. The default size is 1.875m and drag cube is: DRAG_CUBE { cube = 0, 0.5479,0.6578,1.063, 0.5479,0.6627,1.063, 2.363,0.7644,0.7397, 2.363,0.7599,0.5773, 0.5479,0.7109,1.063, 0.5479,0.7101,1.063, 0,0.00108,0, 1.917,0.5397,1.917 cube = 1, 0.5479,0.6578,1.063, 0.5479,0.6627,1.063, 2.363,0.7644,0.7397, 2.363,0.7599,0.5773, 0.5479,0.7109,1.063, 0.5479,0.7101,1.063, 0,0.00108,0, 1.917,0.5397,1.917 } I need a recalculation for: rescale = 2.66667 // (5.0m) rescale = 2.0 // (3.75m) rescale = 1.33333 // (2.5m) rescale = 1.2 // (2.25m) rescale = 0.8 // (1.5m) rescale = 0.53333 // (1.0m) rescale = 0.4 // (0.75m) Thank you very much for your help.
  4. I created a new part. It is based on SQUAD Size 1.5 Decoupler and replaces the original. Unfortunately, the part has too much air resistance. Can anyone help me to make the drag correct? Thank you very much. PART { name = Size1p5_Strut_Decoupler_v2 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.25, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advConstruction entryCost = 1900 cost = 0 category = Coupling subcategory = 0 title = Resizable 1.5 Decoupler manufacturer = #autoLOC_501662 //#autoLOC_501662 = C7 Aerospace Division description = #autoLOC_8310002 //#autoLOC_8310002 = Description Creation Pending attachRules = 1,1,1,1,0 mass = 0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 // = 3000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5, srf tags = #autoLOC_8310008 //#autoLOC_8310008 = fueltank ?lfo liquid oxidizer propellant rocket fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { name = mod_001 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 2.66667, 2, 2.66667 } MODEL { name = mod_002 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 2.66667, 2, 2.66667 rotation = 180, 0, 0 } MODEL { name = mod_003 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 2, 1.5, 2 } MODEL { name = mod_004 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 2, 1.5, 2 rotation = 180, 0, 0 } MODEL { name = mod_005 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1.33333, 1, 1.33333 } MODEL { name = mod_006 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1.33333, 1, 1.33333 rotation = 180, 0, 0 } MODEL { name = mod_007 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1.2, 0.9, 1.2 } MODEL { name = mod_008 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1.2, 0.9, 1.2 rotation = 180, 0, 0 } MODEL { name = mod_009 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1, 0.75, 1 } MODEL { name = mod_010 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 1, 0.75, 1 rotation = 180, 0, 0 } MODEL { name = mod_011 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.8, 0.6, 0.8 } MODEL { name = mod_012 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.8, 0.6, 0.8 rotation = 180, 0, 0 } MODEL { name = mod_013 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.53333, 0.4, 0.53333 } MODEL { name = mod_014 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.53333, 0.4, 0.53333 rotation = 180, 0, 0 } MODEL { name = mod_015 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.4, 0.3, 0.4 } MODEL { name = mod_016 model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler scale = 0.4, 0.3, 0.4 rotation = 180, 0, 0 } MODULE { name = ModulePartVariants useMultipleDragCubes = true baseVariant = var_001 VARIANT { name = var_001 displayName = 5.0m mass = 2.1 cost = 775 GAMEOBJECTS { mod_001 = true mod_002 = true mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.5, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.5, 0, 0, -1, 0, 0 } } VARIANT { name = var_002 displayName = 3.75m mass = 0.9 cost = 670 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = true mod_004 = true mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.375, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.375, 0, 0, -1, 0, 0 } } VARIANT { name = var_003 displayName = 2.5m mass = 0.5 cost = 520 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = true mod_006 = true mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = false mod_016 = false } } VARIANT { name = var_004 displayName = 2.25m mass = 0.4 cost = 520 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = true mod_008 = true mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.225, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.225, 0, 0, -1, 0, 0 } } VARIANT { name = var_005 displayName = 1.875m mass = 0.25 cost = 475 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = true mod_010 = true mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.1875, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.1875, 0, 0, -1, 0, 0 } } VARIANT { name = var_006 displayName = 1.5m mass = 0.125 cost = 425 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = true mod_012 = true mod_013 = false mod_014 = false mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.15, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.15, 0, 0, -1, 0, 0 } } VARIANT { name = var_007 displayName = 1.0m mass = 0.06 cost = 325 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = true mod_014 = true mod_015 = false mod_016 = false } NODES { node_stack_top = 0, 0.1, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.1, 0, 0, -1, 0, 0 } } VARIANT { name = var_008 displayName = 0.75m mass = 0.04 cost = 325 GAMEOBJECTS { mod_001 = false mod_002 = false mod_003 = false mod_004 = false mod_005 = false mod_006 = false mod_007 = false mod_008 = false mod_009 = false mod_010 = false mod_011 = false mod_012 = false mod_013 = false mod_014 = false mod_015 = true mod_016 = true } NODES { node_stack_top = 0, 0.075, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.075, 0, 0, -1, 0, 0 } } } MODULE { name = moduleDecouple ejectionForce = 600 isOmniDecoupler = false explosiveNodeID = top } }
  5. Thank you for your work. Your mod is best LS mod for me, because is simple. Just one resource. I have a little request. Can you add an option, which pernamently disable "Auto cancel warp on low life support"?
  6. Confirmed. Kerbal Life Support Mod VER 3.10 does not work with v1.1.3.
  7. Refers to the parameter "upgradesVisual" only an external view of the building (space center)? Is there a way to configure the view inside the VAB / SPH? I would look inside the VAB / SPH permanently set at the facility level 1. With the upgrade of the buildings to the next level will look (Space Center) same, but inside the building did not. Thanks. CUSTOMBARNKIT:Final { @VAB { @upgradesVisual = 1, 1, 1 } @SPH { @upgradesVisual = 1, 1, 1 } }
  8. Guys, these are the parameters for the Delta Winglet-Deluxe (winglet3). Can anyone recalculate parameters for the same part with rescaleFactor = 0.6 and rescaleFactor = 0.8? Or is it not necessary and FAR will do it automatically? Thanks. MODULE { name = FARControllableSurface MAC = 1.695 MidChordSweep = 22.1 maxdeflect = 15 b_2 = 1.587 TaperRatio = 0.449 ctrlSurfFrac = 0.2 } }
  9. Thanks. Can anyone create RSS with Kerbol sizes and distances? I'd like to play with stock parts.
  10. I would addon that locks an internal view of the VAB building in the sandbox at facility level 1. Why? 1. Because I do not like yellow tractors with a terrible models. 2. A look at the internal VAB building facility level 1 looks pretty archaic. Thank you very much.
  11. Can you update this mod for 0.90 and fix bug two, please? I use this addon because is simple and the MaximumWarp does not change the physical warp. Big thx.
  12. Thanks for the time warp addon, but: 1) If you set up larger UI in the game settings, then arrow button is overlaping with the game UI. It would be good, if the button will be movable. 2) After using Quickload, custom warp is reset to the default. After each use Quickload is necessary to activate custom settings manually. It's tiring and annoying. P.S. I apologize for my poor English.
  13. Thanks a lot. This addon I need. Is it possible to change the keyboard shortcut? I would like CTRL + click or CTRL + SHIFT + click. Thank you.
  14. Jde zjistit úhel, který je mezi body "Intersect 1" a "Target position at intersect 1", když plánuji manévr? Například chci umístit pět satelitů na stejný orbit a potřebuji je pomocí Hohmannovy trajektorie rovnoměrně rozdělit. Tedy 360 / 5 = 72°. MechJeb mi ukáže výsledný úhel, až když ten manévr udělám a to je pozdě. Díky.
  15. Jeden dotaz. Jde nastavit, aby byl navball v zobrazení mapy defaultně otevřený?
  16. I really don't like it. All I need is the 1.x version + recover / terminate vessel fix.
  17. Unfortunately I must agree. Recover vessel can be only after restarting KSP. KSP logs: Here or here.
  18. I tried to play (.23) only with ECLSS for testing. If I use quicksave + Quickload and kerbonaut is outside the ship (EVA), then kerbonaut starts to... Without addon is game okay. The video explains it: http://www2.zippyshare.com/v/84629285/file.html OR http://www.sendspace.com/file/142xdt Only 8MB. KSP Log: http://www19.zippyshare.com/v/32995359/file.html OR http://www.sendspace.com/file/ojrhy4
  19. Díky za odpovÄ›ÄÂ. Editací cfg to tedy nejde. Zeptám se jinak. Ã…Â lo by pouzdro/obal od padáku RealChute a nahradit modelem pouzdra/obalu od Squadu? Modely/vlastnosti samotných padáku ponechat od RealChute. Defacto to znamená vytvoÃ…â„¢it nové party pro addon Realchute. Je mi jasné, že to není vůbec snadné a to netuším, co se skrývá za soubory s koncovkou mu, mbm. Ano vím, jsem rozmazlený, ale ty kužely jsou sluÅ¡nÄ› Ã…â„¢eÄÂeno nepÄ›kné.
  20. Zdar, může nÄ›kdo, angliÄÂtinu ovládaje, se v tomto threadu zeptat, zda jde nastavit padáky od Squadu, aby fungovaly stejnÄ› jako ty z modu RealChute? ZkouÅ¡el jsem různÄ› editovat cfg a bez úspÄ›chu. KonkrétnÄ› bych to vidÄ›l takto: Mk16 Parachute = RealChute Main Chute - 0.625m Cone Mk16-XL Parachute = RealChute Main Chute - 1.25m Cone Mk25 Parachute = RealChute Drogue Chute - 1.25m Cone Díky.
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