DesertCookie
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Stop parts from loading with ModuleManager
DesertCookie replied to DesertCookie's topic in KSP1 Mod Development
@LitaAltoThaught the same but when asking the developer he just sayed there's all I have to know on the forum post but I found nothing! To the Mj&EnFA-thing: Don't know actually. There's this example on the forum post but the file you can download is written very laborious so I personally don't think it's from them... @NansuchaoThats not an option because everybody installing this mod had to do the same and this isn acceptable! @nli2workNot im memory. With MM you can define WHEN to load a part so why not prohibit the parts loading? As I sayed in another comment: Developer meant all I have to know is written in forum threa but I cant find anything! -
Is it possible to prevent parts from getting load? Example: KSP with "Mechjeb and Engineer for all" don't needs parts added by the two mods.
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PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
Still nice work -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
NFT is from you too?! WOW. I'm much bigger fan than I thought Besides this: Yes, the extreme unrealism in some aspects of KSP gave me many of my ideas. But most of progress I did in the last moth were because of tipps from outside... you know. For example ModuleManager- or HRP-compatibility as well as the thing with air intakes were passed on to me... It's actually the second mod I'm crating but the first one isn't public because I've just a good idea and basic knowings in Blender and programming (as well as Unity). -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
I will and I already did (if you ignore that I'm working on it right now ). In todays update there's going to be HRP-compatiblity. What else do you expect? Something like the possibility to insert wishes etc.? PS: I'm still working on the site too so there will be more helpful later (hopefully). -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@FreeThinker I just updated mod description because my goald changed quiete a bit! Thanks for your think ahead... Personally was a litle scared of this questions and hoped nobody would ask them because they are often difficult to answer and everybody expects something different -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
I know but thanks for your thinking ahead. ModuleManager allows me to make some requirements for the tweaks to run for example if a certain mod is installed it will load or not load it... -
Hey there. Following problem: I edited some parts config to add fuel (later on with Interstellar Fuel Switch) but fuel in wings doesnt get used. All other edited parts as nose cones for example work! Yes, I added fuel before starting. But I didn't tried to acess the fuel with ALT+right klick. Here's some code: @PART[wingConnector2]:Final { @cost = 530 @mass = 0.19 @fuelCrossFeed = true RESOURCE { name = LiquidFuel amount = 0 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 55 } } ...and here's the mod. Thanks for all help!
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PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@JeffreyCor@GuigU95@Beetlecat@Sequinox@John FX@Malah Hey all there. On March 29th I'm going to release version 0.65 of PartTweaks. Big jump you think? Yes, propably. But there are good reasons for it: Update contains tweaks for Heat-Reasistant Parts (credits to JeffreyCor) as well as a complete ballance overhaul. Long announced, but not yet implemented was a complete integration of Interstellar Fuel Switch. This will change now... And there are also some more tiny things i don't want to promulgate for now. Thanks for your awesome help to date ! As always: I would like to hear your ideas, suggestions and tipps. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
DesertCookie replied to FreeThinker's topic in KSP1 Mod Releases
Hey there. I included IsFS into my mod. Thanks for your work and support!- 1,187 replies
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- fuel tanks
- fuel switching
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(and 2 more)
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PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@JeffreyCorHow far are you? -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
Yes of course am I interested. If wanted I'll add the tweaks to every mod you name me. (If you need help with your tweaks... you know where to find me) @JeffreyCor -
Wondering if this exists, or can be created
DesertCookie replied to Torgo's topic in KSP1 Mods Discussions
Yes, it makes sense, but I don't know any mod yet. Just wanted you to know that -
I like PartTweaks. But there are many mods that just do tiny things and made at least an see able difference. But I think that's all very subjectively. Tiny compared to other mods or to contend of the game or in comparison to things you saw until now Also things like Chatteter and Camera Tools or BdDynamics are awesome. They do tiny things but the things they do change or add are just awesome and every time I get an advantage out of the fact I installed them it makes me smile...
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PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
Thanks for your download and comment ! -
need a mod that shows biomes from start.
DesertCookie replied to Talavar's topic in KSP1 Mods Discussions
Just know mods where you have to scan the planet first. I also think it's possible in Stock to show biomes. I think it works the same as showing ore. -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@Beetlecat You have a lot ones too? And I taught I'm the only one using 10 different KSP installs And yes, I just discovered enojis ... OH right, there was more: Have fun with PartTweaks 0.4 and all its changes! -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@Beetlecat@Malah I just found "fuel it all" as Beetlecat sayed. It seems a little untended but is basically the same. Expect the fact, that PartTweaks soon will support InterstellarFuelSwitch and I'm not done with just adding fuel to some parts. I found you both replying to this thread in past so I thought let's be a little nostalgic. I also have a question to all reading this: On Reddit it got mentioned, that PartTweaks isn't a good name because it's doesn't says anything about the mod in general. What do you think and do you have an name idea for this mod, who wants to make KSP more realistic and tries to improve game experience and the raison d'etre for some of nearly never used parts. -
Thanks a lot!
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PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
dammnit! -
PartTweaks - Official forum thread
DesertCookie replied to DesertCookie's topic in KSP1 Mod Releases
@Malah@JohnFX@Beetlecat@JeffreyCor@Sequinox The release version working with ModuleManager will be released on 18th. Together with an optional patch that undoes the changes done by overwriting Squad's files. It's just 2 days but I wanted to announce it here shortly so you can prepare and see your tipps come true... Some more informations. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
DesertCookie replied to FreeThinker's topic in KSP1 Mod Releases
Wrong alarm. How can I delete this post?- 1,187 replies
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- fuel tanks
- fuel switching
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(and 2 more)
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