Jump to content

Search the Community

Showing results for tags 'timer'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. It is increase the usability of manevour planner and its sufficiency. It is so uncomfortable to navigate by full seconds if your manevour is short or needs much accuracy. For example for 5s manevour mistake of 0.5s can be critical if you make intercepring someone, or for exapmle intercepting Minmus from LKO can be frustrating because of 0.5s mistake in 1m manevour make significant dV difference for high-elleptical orbit. I believe that after passing mark 10 seconds before starting or ending manevour tenths of second must be added to have more control over engine turning on/off
  2. NASA CountDown v.1.1b [1.0.5] This is a mod which continue a great mod LCD - Launch CountDown v1.7.2 idea. Example and How-To-Use: https://youtu.be/gSZVLG_KpTw The mod add a new features: countdown visualization like NASA countdown user can setup last 10 seconds for custom stage launch toolbar support engine control for realistic launch (if enabled, mod will set throttle to 1% on last 4 sec and set throttle to default on launch) saving all user settings for each vessel (new) check launch situation and execute abort action (new) add custom sound set (see readme file) (new) enable/disable sound (launch will start from 15 second if disabled) (new) main window scale (from 0.2 to 1 scale factor) (new) Unpack and copy GameFolder content into your KSP_LOCATION\GameData Compatibility With Other Mods Compatibility with KSP 0.24.2 & 0.25 & 0.90 & 1.0.2 & 1.0.4 & 1.0.5 & 1.1.3 Version Information 15/09/2014 First beta release 27/09/2014 Version 1.0.1 beta release 03/11/2014 Test on v.0.25. 04/01/2015 Update to version 1.1.0b (KSP 0.90) and fix several bugs 14/06/2015 Update to version 1.2.0b (KSP 1.0.2) and add new sound sets 31/08/2016 Update for KSP 1.0.5 and change mod name 01/09/2016 Update for KSP 1.1.3 WIP Including russian launch sound set Add sound enable/disable preference (complete) Add save launch sequence for each vessel (complete) Add to determine a countdown start second (complete) Check Toolbar compatibility (I got several issue requests) (complete) Add posibility dynamicaly setup sound set (complete) Download Curse (only mod binaries) SourceCode Special Thanks! I give thanks to: Alexustas - Creation of visual resources and a lot of help. Athlonic - For a great idea and implementation this. Kussris - For great sound sets Sorry if I've missed anyone out, but I am very thankful for all the help! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 International License.
×
×
  • Create New...