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rabidninjawombat

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Everything posted by rabidninjawombat

  1. Ok! Finally had a chance to pay a little more attention here to this little side project. As stated above most of the parts are complete, just lacking textures. Had a chance to get some basic textures going. Need detail work obviosly, but the basics are there. This should over all be a very small mod when completed, ~5mb, utilizing alot of texture sharing (thanks Roverdude for your wonderful modding streams) Everything should easily fit on two 1024x1024 uv maps Any feedback is welcome. WIP images. Side View (probably gonna solarpanel texture, and they panels need a small border) Top View (fuel module. Tanks need a bit more texture/detail) Fuel regulator doodad.
  2. Looks like a great start.. Have not read the book yet, but its on my to-do list, seeing the movie here soon i hope!
  3. As mentioned it the first post it works with USI-LS (Roverdudes own life support) TAC-LS and Snacks! . You dont need life support installed at all, if you dont want, though at that point then the parts are just cosmetic If you like a simplified life support grab USI-LS , it goes perfectly with this as designed.
  4. Just a correction, i think you ment CRP (Community Resource Pack), In kethanes case though, since it uses its own resource definitions (not stock definitions) and its own extraction and scanning system. There really wouldn't be a way to adapt it to the CRP without significant changes to the underlying systems of Kethane. In the end more trouble than its worth since Kethanes system works just fine for those who enjoy it already And it has its own differences from the stock system that make it unique. If someone wants to add resources into Kethane (as taniwha said) the best way to go about it is though a mod like that KethanePlus (which is out of date, but wouldnt take much to update)
  5. Yea kinda confused on what you mean there by TAC-LS support there MisterFister... as TAS-LS is a life support mod. Though im gonnna jump to a conclusion here and assume you may have meant for Kethane to support getting MKS resources? (i.e. Substrate/Minerals/Water) Please correct me if Im wrong
  6. Note: If anyone is running into issues, and has downloaded the mod via CKAN please update the and install the mod manually. Just found out that CKAN for some unknown reason has decided that 1.7 is the latest version (despite it being 3 months old) Have a github issue logged with the CKAN folks to get it resolved. In the meantime, you can always install the latest version manually via Kerbalstuff.
  7. This is true as well. Add a required mod list, along with distributing your own custom tech tree, and module manager files to edit the parts how you see fit (along with placeing them were you want in the tech tree)
  8. While i always suggest one making their own models and textures, (and am always willing to help folks learn too ) Their isnt anything wrong with Daniel.l using part models from other mods provided A: He asks permission (this is actually a courtesy depending on the mods license, but i always highly recommend it as its good form) B: Gives credit if the license requires it. And follows all licensing rules. Intersteller Extended does this with alot of its parts and and FreeThinker does an awesome job with it (heck he recently grabbed an unused part from the Civilian Population Project and put it to great use) ZZZ's models are a great example, and might go well with this pack, he's made them avalible for public use, and there are several mods that use them, and ZZZ made em available specifically for that reason. Daniel, its your mod so if you wanna use models that are publicly available, more power to ya (long as form and rules are obeyed )
  9. Awesome glad everything works as intended! As i posted a page or two back,I still got much larger update in the works, hopefully later on this week. But i wanted to throw that hotfix out their ASAP
  10. Just uploaded a hotfix! Issue should be corrected, Tested with 10 of each job, and recovered as well as unfocused and came back, and all kerbals appear to be not changing careers. Please feel free to download the update and let me know if your issues are resolved. UPDATE: 1.7.4.1 Hotfix! Some recruited civilians appear to have been having mid life crises, and appear to have been changing jobs. Issue has been resolved with this hotfix. Update on the first page as usual.
  11. A: Recruitment Parts will work on Minmus, All the LandingPads/Docks work in the Kerbin SOI, (Kerbin, Mun, Minmus) Landed or in orbit. Though Minmus being the farthest out is the slowest for Civilians to immigrate too (roughly 1/20th the speed as they come in Low Kerbin Orbit) B: If using a Survey stake You will build the colony on site via EPL. As you probably know EPL doesnt build the resources as well. The way i do it is to attach (with a KAS/KIS Pipe) and you can transfer resources this way. Sounds like you have a good spot to build a civilian outpost on (with water and substrate) C: You can indeed just use one stake regardless of the size of the build. EPL will attempt to place it with the bottom/center of mass, right above the stake. You can use more stakes if you want to place the building in a specific orientation/height etc.(right click the stakes and you'll see----more detailed info on how to use stakes on the EPL thread. ) REMEMBER: Always F5 before finalizing a build, in case it isnt placed right! CA: See C. Feel free to holler any more questions you may have.
  12. As far as i know the only other planed addition was a Mini-Mag Orion , which is a bit different than pulsed engines, but you probably know that FreeThinker
  13. Ill dig into it... have not experienced this issue, myself, (But then again I rarely recover kerbals who have been recruited) once I have they out their, they usually stay out there So may have been why i have not seen this issue pop up myself. Do me a favor and insure you are on the latest version. Will resolve for ya! Awesome logo sir, check out the front page and its already there!
  14. CRP is a clearing house of resources. That way other mod makers can use said resources. And we dont create a conflict between two resources defined differently in the game. CRP takes the resources as defined by the mod which is the curator of said resource. I.E. If you look at the CommonResources.cfg, and the top of each section is says something like "//* SECTION 2 NFT Curated" So those resources are curated by Near Future's maker Nertea, as an example. It is up to each curated mod to change get with Roverdude (usually via discussion on this thread, to update resources. ) TL-DR: Thanks for posting the info It will be something to look at next time CRP is update.
  15. Remember this is Kerbal Space Simulator, not Human Space Simulator Sides, its his part to make not yours... Repeating this multiple times, isn't gonna make it happen. As with all Roverdudes stuff, im sure its gonna be openly licensed so once its released, feel free to tweak all you want.
  16. I'm unable to replicate this on my stock or modded install. Any chance one of you guy can provide a screenshot? Also a full modlist , and if possible a copy of your output_log or ksp.log when this issue pops up. Hopefully will be to track down the issue for you guys
  17. Jonathantm, you have alot of problems with this post 1. You bundled lots of mods together for download without: First, mentioning or crediting the makers of these mods who put hours and days of work into these mods. This is an explicit violation of there licences. You really need to review the licenses of the mods you have here. The first post makes it appear that you are taking full credit for the development of these mods when at the most you modified some config files. 2. You violated rule number 7 of the add posting rules. You cannot distribute any modified Asset files (the one in KSP_Data).
  18. @Brairknit, The problem ive found stems from the CityLights Textures in the bolderCo folder being in TGA format. Not sure why this happens, (and it hasnt even happened on every install of mine) But he below works for to fix the issue. If you convert them to PNG, it should solve the issue (worked for me) You can do this in Photoshop or GIMP or most any photo editing program that can load or convert imagines. (note you cant just rename them , they actually need to be converted) Ill see if i can grab a copy of my texture files to upload if you cant convert em yourself.
  19. Ive gotta a little plug-in work on my to do list on my day off tomorrow so im definitely gonna give it a spin! Cant imagine how much time this could save not having to reload textures EVERYTIME! Thanks for doing this.
  20. Added this into my save, and gotta say it looks great Request: Would appreciate a KSP-AVC .version file. so we can know when you update it! Cheers!
  21. Correct, As far as i know there isnt any USI life support...support, yet, In the Release Thread, a helpful person posted a USI-LS config you can use.
  22. Awesome looking CST-100! (I refuse to call it "StarLiner", silly boeing. I hear Starliner, and i think of a space cruise ship, this is a Star Taxi ) Dont know how i missed this Will be adding it my game.
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