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Everything posted by Jiraiyah
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HEHEHEHE @Kopernicus:AFTER[OPM] { @Body[Sarnus] { @Orbit { %semiMajorAxis = 195556821508.833 %eccentricity = 0.0533999947370214 %longitudeOfAscendingNode = 180.709369182587 %argumentOfPeriapsis = 5.81262320280075 %meanAnomalyAtEpoch = 2.82716797509986 } } @Body[Urlum] { @Orbit { %semiMajorAxis = 320308534964.811 %eccentricity = 0.0276814355302718 %longitudeOfAscendingNode = 70.8719176054001 %argumentOfPeriapsis = 17.4378709495068 %meanAnomalyAtEpoch = 5.51510547229146 } } @Body[Neidon] { @Orbit { %semiMajorAxis = 750329485331.162 %eccentricity = 0.11218485111134 %longitudeOfAscendingNode = 188.251268863678 %argumentOfPeriapsis = 0 %meanAnomalyAtEpoch = 2.27167344093323 } } @Body[Plock] { @Orbit { %semiMajorAxis = 634285303898.078 %eccentricity = 0.0379073675714998 %longitudeOfAscendingNode = 195.832543373108 %argumentOfPeriapsis = 53.8750863075256 %meanAnomalyAtEpoch = 1.99721096547619 } } } Although I'm not sure with sigma mod would it be wise to only change plock or do i need to set Plock-Karen? KSP is becoming a nasty universe MUHAHAHAHAHA
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CURRENT VERSION : 1.8.1.2 I always liked the idea of box sat or the cube mods, but, for me, those two were not the thing I was looking for. Basically, what I wanted was an easier system to make cube walls for a satellite. Not only that, but having internal nodes to attach different parts to it would be nice. Unfortunately, no one did it, that the case until I saw a video on youtube and the person (Felborn aka bob fitch) had done something amazing and that was, adding few nodes to an existing stock part! That was when I decided to go for this idea, now, here you have it, a mod that adds only two parts, one as the satellite frame with built in electric charge and SAS, and one as the wall to cover it up and make it a real cube. The frame has 26 sets of internal nodes that are attachable on every 6 directions. Using B9 Part Switch as an optional mod side by side this mod, you will get a nice little addition in your GUI's menu to toggle those nodes on/off for ease of access. Also, the wall is designed so that when it snap attached to a node, it would still have another stack node toward the outside, making it easier to attach engines to the wall if need to. License : Creative Commons Attribution-ShareAlike 3.0 Unported License DOWNLOAD the MOD from SPACEDOCK B9PartSwitch change Log :
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[1.2] Pirates of the Keribbean v0.2 [29.10.2016]
Jiraiyah replied to GagaX's topic in KSP1 Mod Releases
@GagaX Sir I beg you for one simple change, change the color of parts from being that much dark black, even in vab no details are really visible, why why why? I want to cry :/ -
@linuxgurugamer hi sir, i'm not sure if anyone reported this or not yet, but even using your mod is a stock game (fresh install) when i right click on a part to make the info stay as i move the mouse, i get the behavior like i left clicked on it, meaning, if there was no parts in vab, the part will be created and added to the scene or if there are parts in vab, a copy of the part will stick to my mouse, it looks like the right click (without any optional buttons) behaves exactly like a left click !
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@jandcando Hi sir, I am developing my own part mod, I was wondering, how did you make it so that the batteries charge themselves during time without any electric charge generator on vessels?
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yah that was my bad, i was getting the mods from either space dock but those separated repository's releases not the one from QuickMods repo thanks
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[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
thanks -
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
That's the point, I never see that NodeHelper-NodeData window on right clicking on the part, only the node list and when i click on the buttons i get the middle window, the window on the right side never shows up, am i missing something? also, is it possible to eat the event after the right click so that parts with right click menu won't show the menu at the same time? -
your welcome sir
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oh kk, thanks
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[1.2.1] Probe Control Room [Discontinued]
Jiraiyah replied to icedown's topic in KSP1 Mod Development
I would say that is the correct path, a messy code can cause multiple issues that you would not be able to identify later down the road, take your time sir -
@Malah sir none of your mods work in 1.2.1. is that normal?
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@allista where is the download link for this version? I just only see two source links
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[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
Thanks, by the way, i read that with this tool you can add new nodes to the part, but can't find where is that option :/ -
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
profile ring -
[1.6.1] NodeHelper - tool used to edit node positions
Jiraiyah replied to Felbourn's topic in KSP1 Mod Releases
why not, the mod is released last night after all