hermano
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@Clamp-o-Tron Kerbalism Default config has some patch code for reliability that could have similarities in analyzing the engine type: (with Kerbalism using Unlicense posting their code here should be okay afaik) @ensou04 This mod is awesome, I've been using it since the first version released and it's really hard to play without now.
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Right, I decided to not use B9PartSwitch, then changed some values to try some things and didn't want to rewrite it all and post untested code. My intent was just to show that changing ratios works that way.
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[1.11.x] KIA - Kerbal Information Agency Contract Pack Alpha 0.1.1
hermano replied to hermano's topic in KSP1 Mod Development
Currently I just use these missions in a playthrough to find bugs. Seems mostly fine so far. I had to resolve conflicts with restock, so there is a small update. I plan to add a few more missions in the near future: Build a WeatherKam satellite network Deliver the McGuffin to the bottom of the ocean Deliver the McGuffin to the Mun northpole Hurl the evil mastermind into the Sun Hurl the real evil mastermind into the sun I'm open to suggestions, though. -
Great, as my playthrough is supposed to be Koviet style, I decided to use the soviet terms Heptyl and Amyl instead of Aerozine50 and NTO. I also tried to change the ratio to 7/13 instead of 9/11 and doing it this way seems to work fine (although the patch looks a bit messy and in the end you really can't spot the difference in ratios during burns): Just in case anybody wondered how this could be done.
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I'm looking forward to try this in a new campaign. As Aerozine is derived from the company Aerojet Rocketdyne the Kerbal equivalent could be named Kerbozine (for Kerbodyne) or Jebozine (for Jeb's Junkyard). Anyway, I needed some patches, so I might as well add them here: Vens additional parts: Procedural parts: Configurable Containers: Cost and weight of empty tanks remain unchanged with both previous patches. And Kerbalism: I assume Hypergolics should have a really high number of ignitions, so I multiplied the originally computed value by 10. I have no idea if this is realistic.
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Hi, it's really nice how smooth the game runs with this mod. Thank you. There is however a crash report in my KSP log for _Buildmanager.dll: Using the latest version of EVE-Redux (1.11.1.1), Scatterer (v0.0723), KSP (1.11.0.3045) with SVE (1.4.1). I removed this file for now, which removes the crash report and seems to work fine otherwise. The version Info of _BuildManager.dll is I just thought I'd report this. I seems like it's not causing problems for whatever reason. Let me know if you need more infos. Edit: I removed the config for city lights in the EVE ingame editor. Might that be the cause of the error?
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[1.11.x] KIA - Kerbal Information Agency Contract Pack Alpha 0.1.1
hermano replied to hermano's topic in KSP1 Mod Development
Wow, I knew your missions existed, but since I don't use Kerbinside I had not looked at them. The idea of the KIA is probably obvious enough, but the timing here is really interesting. I think both mission packs could coexist without problems, as I would expect users of your pack will find this one underwhelming. It's still early enough to rename this one, though. Mk5, NSK or KGP could work just as well or something along those lines. If you would release your KIA missions independent of Kerbinside I would also be happy if these were just integrated in some form. Thanks, for the congrats. -
KIA Kerbal Information Agency Contract Pack The KIA is a very secretive secret service. Who are they working for? What do they do? Don't ask, you already know too much! They do need your services, though. Agents need to go to places, weather photographs need to be taken. You will be paid well, if you can be quiet about it. Description: This is a set of survey missions. I don't want to play without Kerbalism anymore, but the removal of surveys and incompatibility with Field Research Contracts left me few purposes for planes and rovers. I decided to create a replacement, so the KIA was born. Current missions: Drive an agent in a motorized vehicle to sites near KSC and recover them. Fly an agent in a plane to sites near KSC and recover them. Fly an agent in a plane to a place far from KSC and return. Fly a camera in a plane to a high recon mission far from KSC and return. Place a satellite with a camera in a polar orbit. Find the Jeeb with the McGuffin and deliver it to KSC. Leave a KIA applicant stranded in Orbit of Kerbin. Send a rover with a camera to sites on Mun. Current state of the contract pack: All existing missions should work fine with Contract Configurator 1.30.5 and KSP 1.11. I'm sure all of them can be improved, I just started learning to write contracts. The rewards might be too high or low. I selected what I thought was fair for the real life time spent on the missions. Only works with stock Kerbin. Only english texts (kind of). Latest changes: Download: Alpha pre-release: Github Dependencies: Contract Configurator Module Manager Optional: Waypoint manager Unkerballed Start Grounded Firespitter Thanks to: @nightingale for Contract Configurator. @inigma for GAP, @nightingale for Field Research and @pap1723 for Career Evolution where I found great resources to understand how Contract Configurator contracts work. License: CC-BY-NC-SA-4.0
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SEF 4.7.1.4 is working fine with KSP 1.11.0.3045 for me. I removed AVC and miniAVC, though. Maybe the mod is being blocked by one of those? (Do to not bother mod authors with errors if you decide to remove AVC.) Also thank you, linuxgurugamer, for maintaining this. It really improves the game.
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Hi @linuxgurugamer, would it be possible to add an option to generate a moldule manager patch file when perma pruning instead of renaming files? For each part a line like this could be appened to a prune.cfg file: -PART[part.name]{} // mod.name / part.title As a result it would be far easier to have an overview of the pruned parts and it would be much easier to unprune them. Also parts would stay pruned after mod/game updates. Afaik these parts would not be loaded on game start anymore. Thank you for keeping this mod alive (and all the others you take care of).
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Thanks JAFO, I do use Janitors closet and it is a great tool. My problem was that after every version change ~100 parts had to be pruned again. Unpruning, when needed, also takes effort after perma pruning. Without perma pruning parts need to be pruned for every savegame and are still loaded on game start, so thats not better. A patch seems like a much simpler solution to me in this regard. Listing all stock parts in the patch is not very elegant though.
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Hello Antipodes, 'jumpto' does not work for me sadly, ksp will crash just as it does with reload. 'noreload' does work however.
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There was another thread where somebody had the same problem you had. There seems to be a bug with the fins you are using. Try any other kind of fin or no fins and check if the problem persists. A TWR of 1.25 to 1.5 should not be a problem.