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About amankd

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    Lemlur Kerman

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  1. las ttime i used this was going on for some 4 years ago id wager but i was wondering if the tick rate had upgraded or changed in the interviening time? it used to be like 5 hz, is it smoother now?
  2. epic info! cheers, was wanting a more accurate set of aerodynamics than my first time i modded a pelican into the game. but im having some interesting other issues. i have always used a config from another equivalent part to make sure im not missing anything before i start changing values but this time im having issues of the data not updating... like i think the object is updating cos changing the config moves the nodes around and changes the drag in flight and similar but my part in the game still comes up as "mk3 cockpit" rather than the names ive set. its also only working for the cockpit
  3. im a little out of date on config file modding and i was wondering what the purpose of the "DRAG_CUBE" configuration is about? and how i can determine the values that need to put ion? they seem very specific
  4. Recently rediscovered an old install of mine (v1.0.4) that contained a number of my old mods I made, amongst them my old pelican mod. now in that all i did was mod one big block shape into the game and called it a day, it looked the part but didnt really fly the part. using the blender .mu importer i got my old files back that id have no hope of finding again. i could have just split the model up and re modded but i decided to re texture the thing, and to go for a stock-alike look at that. so here is my work so far, immediately prior to the part im sure im going to have difficulty relearn
  5. basically yesterday i found my old development ksp install from the height of my mod making days... 1.0.4...... in it are all my favorites from before unity 5 ruined my day and made wheels too hard for me (back then) i have nearly all the mods i would install these days tbh, tweekscale, BDA, the good ole kerbal foundries but what id really like to do is try and load up my kerbal cities mod back in 1.0.4. im trying to just reimport the current gen model.mu's with original but modified configs to little avail (we talking over 12gb of ram usage over-here, doesn't crash but not spawned one yet) so
  6. whats the OLDEST version of this mod existing on the interwebz? ive recently found a version of my game with a bunch of my old mods with kerbal konstructs under the sub folder of medsouz, id like to see if i can persuade the old KK to import my new modes, and iod like to make sure i havbe a fucntioning version :-)
  7. im trying to play with the idea of an orbital launch site, placing a konstruct in orbit to launch from but each time i launch it returns to space center, is this a given bug of trying this or some other possible bug?
  8. how would i reference that direct from writing the instancing from the config?
  9. ive been looking to scatter my buildings from my cities mod somewhat randomly within regions that work for them (based on terrain flatness ect) but a majour hurdle im having is the altitude. would it be possible to have a variable setable in the instance section of the config that just says altitude: terrain in which case it spawns the city with the transform at the altitude of the ground at that location (naturally the mod maker would need to position the transform correctly for it to spawn) but it would make kerbin population far more intuituive
  10. I am trying to track down NohArk's source code for the Space Tug, which according to CKAN was for KSP 0.25. I installed the GameData files on KSP 1.4.5 and it caused a "CRASH." I would like to learn more about the whole modding, with Unity, Visual Studio, and so forth. I used to program in C++ when working on my Bachelor in Computer Science. I did not stay with it very much as I continued with more schooling; such as Masters and doctorate. Nevertheless, I have never programmed in real world applications that KSP seems to mimic on a variety of levels. Any assistance you can provide is greatly appreciated.

    Kind regards,


    1. linuxgurugamer


      Are you still looking for this?

      Apparently you have a version , do you know which version it is?  The latest I have from *** malicious site we no longer use *** is 0.4d, there is a dll, but that's easily decompiled

      Let me know



  11. the roads are made via splines and are unique to each terrain, kinda guess work based on altitude and terrain, the end pieces are made custom too based off taking photoes of the positions and heights and angles needed, the cities are proceeduralm in their generation initially but are placed by me flying to the location
  12. been having fun trying out new road systems, trying to produce a simple and rapid methodology to produce smooth flowing roads between cities accross kerbin, needs some work on the smooth but the flowing i think ive got on point!
  13. https://www.youtube.com/watch?v=y9tX_AnKCOo&feature=youtu.be
  14. id appreciate thouse crash folders, it is most likly ram related as the entire city model must be stored in the ram, are you running x64? how about installed system ram? i have 24 gb and havent had a crash in months haha the main issue i can see however is that ksp planets arent standard unity terrain (which is flat) but it would be cool to see if it works
  15. hey there, looking at getting back into ksp with this mod and bda, used tom play with dmp and the weapon synking mod buyt the glitchy flight and unreliable hitboxing made it kinda pointless so i played with ai, does weapon fire and damage cross network reliably now?
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