-
Posts
759 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dr. Jet
-
Если кто балуется с пре-релизной версией - можете заценить локализацию мода. Заодно и баги в ней поищете.
-
How possible is it to translate MODs (when 1.2.9 comes out)?
Dr. Jet replied to wb99999999's topic in KSP1 Mods Discussions
My mod is already translated. Grab pre-alpha from last page and look how it was done. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
If anyone fiddles with that 1.2.9 pre-alpha version - you may try new localized ChopShop. There are of course BUGS. Old saves are not supported and no other mod suport is available as ModuleManager does not work in 1.2.9 yet. But... it does have russian translation at last! ---------- Если кто играется с пре-релизной 1.2.9 - можете попробовать новый локализованный ЧопШоп. Разумеется, есть БАГИ. Cтарые сохранения не поддерживаются, и поддержки других модов нет, поскольку ModuleManager в 1.2.9 не работает. Но... наконец-то появился русский перевод! -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
As for now ChopShop is NOT compatible with 1.2.9pre. The reason is drastic incompatibility of 1.2.9pre config parser with ModuleManager configs while ChopShop relies on those a lot. Though there are good news. Localization syntax is easy and I started working on it for ChopShop (EN+RU). Maybe I'll even make a major config overhaul and call it version 1.0. Asking for your opinion - should I divide ChopShop into a set of smaller mods? Eg. SPP fuselage parts separately, rovers separately, structural + utility parts separately? -
Hmm....This localization tag system (I suppose - especially having # in it) seems to have great troubles with ModuleManager configs... I wasn't able to load ChopShop without glitches even with ModuleManager itself not instaled... As for community syntax, I think #LOC_<ModName>_<Part_name>_<Variable> looks good for parts. For my MRR Mk1-Mk2 parts it will be something like this... And it works! I just tested.
-
[1.12.x] Near Future Technologies (September 6)
Dr. Jet replied to Nertea's topic in KSP1 Mod Releases
Most possible cause - "ThrustTransform" instead of "thrustTransform" in config. Unity is case-sensitive about object naming. -
[1.12.x] Near Future Technologies (September 6)
Dr. Jet replied to Nertea's topic in KSP1 Mod Releases
0.625m one consumes gas and EC, but does not provide any thrust in Xenon mode. Thrust is OK in Argon mode though. 1.25m one functions well in both modes. BTW, since both models look "encased", maybe it's a good idea to add surface-attacheable colliders for that casing? -
Obsolete word. You are right, former "apsida"s are now written in russian as "pericenter" and "apocenter". But that's the point of having pre-release - to find all the bugs and squish them. P.S. Gog.com is slowpoking again... Or just refusing to distribute "pre-release"...
- 167 replies
-
- pre-release
- kerbal space program
-
(and 2 more)
Tagged with:
-
[1.7.x] ReCoupler - Monocouple your bicouplers!
Dr. Jet replied to Booots's topic in KSP1 Mod Development
This should be a stock mechanic. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
A-ah... I remember now... Try this - put 4-5 your alternated buzzers on the craft and one air-breathing JET engine. Put your craft on Duna. Don't start buzzers, start jet. Jet will start and will fly. Without oxygen. That's why I used IntakeResource instead of IntakeAir. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
E-eh... Have you tried that already? Can't believe that modules order somehow matters in this case. But it's KSP, so... everything is possible. Engine should always run again happily when it gets some airflow in proper direction. At least it did in 1.1.2 when I tested it last time. BTW, Li'l Buzzer airflow starvation while stalling is not a bug, it's a purposefully configured feature (I never thought people would use it for quadrocopters instead of much faster drone-planes, for which it was designed). Does it imitate air starvation at higher altitudes? I remember trying something like this myself in earliest buzzer prototype, but it appeared to be too much OP with insanely high thrust in near vacuum. -
[1.12.x] Near Future Technologies (September 6)
Dr. Jet replied to Nertea's topic in KSP1 Mod Releases
And 3.75m! Don't forget 3.75m. Lithium tanks and mobile lab in this size are needed. -
[1.12.x] Near Future Technologies (September 6)
Dr. Jet replied to Nertea's topic in KSP1 Mod Releases
Angular connectors still can't properly connect at 30 degrees. 45 degree connections are OK. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Just take Li'l Buzzer drone-plane craft (included) and add science stuff you need. It's much faster way to explore atmospheric planets than quadrocopter. Manned designs are a bit trickier, but still possible. I recommend using folding wing part from SXT package and either 4 buzzers or 1 folding propeller from Firespitter. Per part, of course. Each part is configured independently. File you want is /GameData/ChopShop/Propulsion/Impeller/impeller.cfg. Feel free to experiment. P.S. As I already said twice before in thread (IIRC), Li'l Buzzer does not have the best possible config. It has only WORKING config. If someone can suggest better balanced one, I'll happily include it to my mod. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Hm-m-m... Such a weird glitch. Skycrane parts still can't grab remote control connection even with ModuleDataTransmitter added. ... You won't believe... The root of glitch appeared to be an odd string in ModuleGimbal! Patch 0.10.1.2 is out to solve the issue. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Ha... you're right, SkyCrane lacks KerbNet modules. It's kinda weird noone noticed that before. Will fix. It will possibly NOT work as quadrocopter engine as it is. Hovering quadrocopter is like "permanently stalled" and in case of Li'l Buzzer stalling causes air deprivation. The reason is very low intakeSpeed in ModuleResourceIntake which is mere 0.05. You can set it like around 5-10 and forget about air deprivation at all, though it will ruin the fragile engine balance. It's the dark side of mod independency from FireSpitter. -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Can't see how it may conflict with OctoSat. The only real dependancy of ChopShop is ModuleManager, others are completely optional. Possible reasons of trouble: Your CKAN somehow didn't grab the latest ChopShop (0.10.1.1) - weird but possible. Try to reinstall manually from SpaceDock. BahamutoD Animation module is usually responsible for 99% of troubles with SkyCrane - try to delete compatibility patch: GameData/ChopShop/ModuleManager/BahamutoDynamics.cfg Air deprivation of Li'l Buzzer impeller can be caused by: leaving atmosphere; mistaking front side for back side; stalling; insanely high AoA during flight. If neither of those is the case - show me your craft file. -
Firespitter Crashes game
Dr. Jet replied to Leafbaron's topic in KSP1 Technical Support (PC, modded installs)
Well, it was october 2016 and 2 KSP patches ago. -
Bug found. Folding wings (SXTWingSmallFolding part) don't allow you to change Pitch, Yaw and Roll settings (particularly ignorePitch, ignoreYaw and ignoreRoll, which are always set to TRUE, making wing totally uncontrollable). The only way to counter it is to manually edit .craft file with wings unfolded. But when you fold/unfold the wings control settings are gone again.
-
Well, it's a thread for non-released parts... but anyway. It's not a problem with LED, it's a problem with tank. LED collider strictly matches visible LED model, while collider of this particular tank does not. Editor Extension Redux mod is higly recommended (screenshot shows you don't have it). It will give you much better control over what attaches where and allow precise movements, rotations and alignments.
-
My latest pull request (Haber-Bosch module) is still hanging on GitHub unattended since august. So development seems to be frozen. Most parts should work though, as they rely on stock modules.
-
[1.2.x] EVE-acuation (design challenge)
Dr. Jet replied to Dr. Jet's topic in KSP1 Challenges & Mission ideas
Picture explaining rule #2 is added. P.S. Something is strange with Imgur today... It tells me that file is uploaded, but it never appears in image list... Had to use TinyPic service instead... -
[1.2.x] EVE-acuation (design challenge)
Dr. Jet replied to Dr. Jet's topic in KSP1 Challenges & Mission ideas
No. It's all there in the starting post. Rule #2. Nothing was added. If it was THAT easy - it won't be even a challenge, right? -
[1.2.x] EVE-acuation (design challenge)
Dr. Jet replied to Dr. Jet's topic in KSP1 Challenges & Mission ideas
No. Penalty payload (heatshield) should be on ASCENT stage, simulating that crew parts are more rigid than they are. It's too easy challenge with ultralight crew parts like Mk1 Crew Cabin, Mk1 Lander can or PPD-10 Hitchhiker Storage Container and without a weight penalty or at least design complication penalty. Also... how did you load kerbals there? No ladders... and Mk1 Crew Cabin has the only entrance at it's "butt", though each one of those "butts" is blocked by nosecones... -
[1.2.x] EVE-acuation (design challenge)
Dr. Jet replied to Dr. Jet's topic in KSP1 Challenges & Mission ideas
Yep. Rule #2 was written to encourage usage of heavier crewed parts (and thus building more complicated lander than in other Eve challenges). Foxter's 6-man design would be 215 points... if only it fulfilled the demands of rule #2. To fulfill it either a 2040kg penalty payload for using too light crew parts will be needed or a different "too-light-crew-parts-are-fairing-protected" design with one heavier crew part as unprotected entrance. Potential achievements: "EVE-acuator", "Purist", "Slim Fit", "Looks Real", "Foolproof", "Remote Control", "Sniper". No "Power Pillar" potential achievement, as TWR readings on screenshot are very weird (most stages are below 1.0). Also... mere 6900 dV??? For Eve sea-level launch??? BTW, this peculiar design is making 3 passengers of 6 to survive through launch and ascent hanging on their seatbelts - ass up, face down. P.S. Checked this design ingame. It has 7560 dV without detachable parts. Still don't understang how it reached orbit with starting sea-level TWR of 1.57...