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Posts posted by Gabu
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12 hours ago, kennyc222 said:
I don't know how to uncover the dirt for Moon Village (MV HAB) .....do i need some ore to remove it??
Yep.
Still working on it...
Sorry guys but I´ll update only on 1.12 release... Working hours are a nightmare latelly...
On 3/29/2021 at 6:57 PM, TheSaintJiub said:This mod would be amazing if there was a version of the Moon Village without a walkable interior
I´ll tale it in consideration for the next release... thank you for the feedback.
On 1/21/2021 at 2:17 PM, ninthninja05 said:I love this mod! Its really fun and simple to use, and has a decent amount of parts. One question I have is how do you prevent the printed regolith structures from starting as soon as they spawn?
This is a bug from latest KSP version... I´ll work on it soon. Until then, the mod only work properly on 1.10.XX.
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20 hours ago, infinite_monkey said:
Are you creating your own textures or do you somehow take it from the environment? Some planet packs have quite different colors...
1st option.
If you know some way to get from enviroment, plz let me know, it whould be great!
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Yep... ill look for some way to improve it...
On 11/10/2020 at 9:31 PM, KSPrynk said:OK, spending ore to remove ore isn't a big deal, I just never would've thought to look for that to make it work. The note "Amt Needed To End: 300" was not intuitive. I recommend adding clarification to the description box, in or after the comment on 300 Ore needed to build.
Great! Minmus Texture will be the next one....
On 11/10/2020 at 9:31 PM, KSPrynk said:New Duna texture on the MV HAB cover looks fine.
No.
On 11/10/2020 at 9:31 PM, KSPrynk said:Could there be a "preview" function that shows what will happen if the cover is activated, with maybe a transparent overlay (similar to VAB part placement, before attaching)? I haven't tried out a KIS/KAS attachment to see if it just previews placement of the box with the dirt cover machinery, or the fully deployed cover.
Great!
On 11/10/2020 at 9:31 PM, KSPrynk said:FYI, LGG seems to have identified my problem with MAGRU (endless loop stalling loading) with at least a workaround, while he consults MJ team.
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13 hours ago, KSPrynk said:
@Gabu, can you enable the Uncover function for the MV HAB Cover? I know dirt blowers don't work in reverse, but Jeb still has his hands and it's just...a pile. I tried re-positioning a small, non-inflatable, base by putting wheels on it (retractable MKS Karibou wheels). It drove pretty well, except for the fact that it looked like some kind of ghost turtle, taking the dirt along with it. BTW, the ghost turtle doesn't swim - it likes to leap out of the water.... I suppose the alternative is disassembling (exploding) the part and adding another via KIS/KAS, but scooping the rubble back into the ore tanks doesn't seem infeasible for that concept.
Also, I noted the Duna texture for the MV HAB Cover seems to wrap around and a dark section meets the lighter parts with a very noticeable seam line. Just a cosmetic nitpick, not a showstopper.
I'm still trying out the other habs, but FYI, I think I found a game loading conflict between ModuleAnimGenericResourceUsage and MechJeb. Details are on LGG's site for the MAGRU addon.
Thanks again for not letting this idea fall through the cracks.
Hi @KSPrynk! Good to know you'r enjoiyng the mod!
The Uncover option exists but to play it you need the same amount of resources to cover. Yeah, I know its not good but for now it works that way... I'm thinking in a way to make it better, Ill let you know when I got something.
About the textures I was fixing a bug on the airlock of the MoonVillage and I read your post just on time to fix it too. I made some improvement, plz, let me know if its better now!
Ty for your support!
Gabu
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4 hours ago, infinite_monkey said:
This is gold! Can't wait to try it out! Does the moon village have alternative colors now or is it indeed intended just for the moon?
Yeah, there are some alternatives modes!! Try it out, i think you'll like it.
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59 minutes ago, linuxgurugamer said:
It was done. When you uploaded to Spacedock, you enabled the box to allow a CKAN entry. The entry failed it's checks, I fixed it and got it in. Just go into CKAN and type "capsul" in the search field
Ty man!!!
6 hours ago, Keithv708 said:@Gabu this here https://github.com/KSP-CKAN/CKAN/wiki/Adding-a-mod-to-the-CKAN should get you going. Hope this helps
Ty @Keithv708!
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41 minutes ago, linuxgurugamer said:
Very nice indeed!
Any chance for CKAN?
You have a typo, instead of "where" you want "were"
Yeah! how do I do that ?
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update - Moon Village for 1.10
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Release v0.8.1 (Alpha)
Kerbal Kolonization Program
Hey guys! I have been missing for some time and now I am bringing you something that I have been working on for some time.
First of all, I would like to thank @linuxgurugamer for making this plan that I have had for some time, finally possible.
These features were made for land build with KAS and KIS!
!! Attention !!
First of all it is important to warn that this mod needs the LGG Mod (link) to work properly.
The purpose here is to make it less cheaty and bring a greater challenge so that you can build your bases or colonies. If you just want the standard animation, without the need to consume resources, go to your game folder and delete the "KKP_PatchAnim_Resources" folder
Bug fixes:
0.8.1
- MoonVillage main module airlock
- Some improvement on Moonv Village textures UV Map.Moon Village
Inflatable and Shielded Planet Colony ( Hassel )
DunaHa ( MARSHA )
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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LGG, making the CC KKP (Kerbal Kolonization Program) a dream come true... Ty man...
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On 5/13/2020 at 1:30 PM, VoidCosmos said:
Looks like @Gabu is still working on it
Yep!
Time's like hell latelly (I'm a academic planning director) and I was waiting for some stock releases to make some ideas work well, without the need of a plugin development. I'll try to make a release until the end of the month to help you guys who are in quarantine.
Ty all for support!
Gabu
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On 4/28/2020 at 8:30 AM, VoidCosmos said:
Is this mod alive @Gabu?
Hi @VoidCosmos!
Yep. I'm waiting for the updates on news about the new Artemis project to make some new parts and revamp the old ones...
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Awkward silence......
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Release v1.0 (Alpha)
Hey Guys!! Long time no see!!
I'v been really busy with my work and on weekends, working on this next and final thread from CC's mod's.
These should be some Blue Origin stock a like mod, with the recent features showed from Bezo's presentations.
In this mod, you'll find:
- New Glen parts
- BE3 engine
- BE4 Engine
- Landers variant's**The MMSEV is not included, he's part of my 1st mod, that you can find it here.
Hope you all enjoy!
**Sorry for my bad english, it's not my native language.
**Last one becouse, let's wait and see the KSP2!!! \:)/Some pics:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
New Glen Craft File
https://www.dropbox.com/s/a8v74dpzxepwwwd/New Glen.craft?dl=0
Other CC's Mods:
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Man.... awesome work!!!
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On 12/10/2018 at 1:54 PM, Jasseji said:
Hey @Gabu what are you up to lately ?
I am redownloading your mods and only wanted to say: please put links to all your mods into your signature
Yoh @Jasseji !! Long time no see man!
I'm really sorry guys for being a absent for a while now but I wass moving from São Paulo to Rio de Janeiro! \ / Just got a new job and this is taking a LOT of my time from now... buuutttt I'll not forget these projects. Just to share with you, this is an Update that I'm gonna release soon for LRE, inspired from this image fo concept from old Nautilis project from NASA:
And here some pics:
And this is 2 new mods that I'm going to release soon either. It's not named yet but I'm calling it "CC KE - Kolony Essentials" and "CC MMSEV + Bucephalus":
KE - Kolony Essentials + Bucephalus:
@Jasseji oh, and about the links from the other mods, I'm going to do it like you suggested. Thanks!
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Eae!!!
Entao, seria uma boa mesmo... sabem se tem versao do DarkServer pro 1.4.5 ?
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5 hours ago, Cloakedwand72 said:
How do i launch these peaces on traditional rockets?
Cmon man... that’s the funniest thing on the game. Built it in pieces in orbit. That’s what I do.
Take time and they are really expensive.
So on career they are intended to late game.
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On 9/2/2018 at 2:42 PM, Gabu said:
Hi @thomash !!
I had the same problem on 1.4.5. I'll release a fix, making this part of fairing to a single part itself.
Hi @thomash!!
I had a lot of problems to solve this bug, and the "simple" way to make this was to change the Khermes fairing to a part itself.
It won't break your save but may not look good too... be carefull and make a bkp from your savefile just in case...
Sorry for late response, I'm passing through a major change of my professional life and moving to another state here on Brazil...
On 9/2/2018 at 6:27 PM, thomash said:Thanks Gabu.
BTW, I made a successful flight to the Mun with Titan, landed and safely returned to Kerbal orbit. Easy-peasy. Now I have to figure out how to get my Kerbals back on the ground. Rescue Mission!
Great!!! Good to know that!! The Titan class its my favorite too...
On 9/11/2018 at 4:36 AM, Aeroboi said:@Gabu Super wonderful mod
No hurries, but I would so much love a IVA view for the habitation ring. Although I would prefer more texture to the Hermes command pod IVA I do like the spaciousness and custom look of it. It really stands out from the rest and is nowhere near a copy of something else that exists. I can only expect something just as good done to the IVA of the ring habitat modules.
Yoh @Aeroboi !!
Man, this will take some time... it's not on my plans by now. I'll release a last mod that I'm working on and latter I'll take the LRE and make a "Nautillus" class (50% done by now) and THEN i'll go for centrifuge IVA. I don't know how to make the iva to rotate with it... i'll have to learn with the masters 1st so... time needed...
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On 8/31/2018 at 7:31 PM, thomash said:
I have a slight glitch. When I open the Hermes craft file in the hangar or VAB, it looks fine. But when I send it to the launch pad, or runway it appears that the access way between the CMD and the Probe section displaces forward and unattached of the Probe section.
Even after I Hyperedit it into orbit:
Thanks.
Hi @thomash !!
I had the same problem on 1.4.5. I'll release a fix, making this part of fairing to a single part itself.
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On 8/10/2018 at 8:06 PM, Daintysage said:
Will the ivas be compatible with rpm
No.
22 hours ago, greenrolf said:Great mod!
Thx!!
1 hour ago, JH4C said:You've been Kottabosed:
Yay!!!!!
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5 hours ago, Jasseji said:
Thank you !
btw, you should put the links to all the CC mods into your sig - hard to find everything sometimes
You’r right. I forgot that...
Ill update it later. Thanks for the heads up!!
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13 hours ago, Jasseji said:
Hey Gabu, great work, any chance for some craft files tho ?
Hey @Jasseji ! Main post updated with download link for craft files!!
On 8/5/2018 at 3:16 PM, Barzon Kerman said:Cool! How about some IVA pics?
Hi @Barzon Kerman !! Main post updated with IVA's pics. !!
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11 hours ago, theJesuit said:
Hi @Gabu, This is really great! I love two parts in particular, the enclosed boarding 'airlock' for the Titan II Pod, also the Titan Hab Ring. Nice work.
I assume that eventually the centrifuges will both rotate? Any plans for IVAs?
Recently I've been harking back to the ideas that the rotational section could never be properly sealed and so would be placed within a pressure hull, such as in 2001 A Space Odyssey.
Hence I have a request/ suggestion - a much wider version of the Titan Hab, possibly with two internal 'decks'. The pressure hull would not rotate, but have some windows to show the movement of the internal centrifuge hull - only for prettiness, these windows are just transparent parts of the outer hull. I also would made in a flat cylinder too, not a 2001 Discovery spheroid. To get around the 'windows not rotating' crew in any future IVA would probably use ultra high def LCD "windows" which wouldn't necessarily to attached to the rotational part of the craft. But not having a rotational outer hull means we could surface attach things to it as well.
Thanks for ongoing Capsule Corp design modding!
Peace.
Hi @theJesuit ! I’ll properly reply you in some hours because I’m going to work now. But just for the centrifuges, they do rotate but only on space. I used the KSP default animation group for performance issues so, only on space, on vacuum they rotate.
I liked the idea of a new centrifuge for Titan class, do you have any mock-up of what your saying just to got the right idea?
thanks!!
[1.5.X] Capsule Corp. Endeavour (Mars Base Camp)
in KSP1 Mod Releases
Posted
I had made a major update late on 1.10 version. It works fine on 1.12 as well.
You can find it here, this is the main thread now. The moon village will be part of the KKP from now on. I´m working to release a minnor update late this week too...
Here you can find projets inspired by many Nasa projects for moon and mars bases.
Hope you enjoy!