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Everything posted by Jesusthebird
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[1.7.*] Kerbal Occupation Colors version 1.0
Jesusthebird replied to Starwaster's topic in KSP1 Mod Releases
Those glowy colors are sleeeeek!! Way to go! So this mod doesn't need texture replacer to work?? *inserts southpark "niiice" gif* -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Jesusthebird replied to JPLRepo's topic in KSP1 Mod Releases
Does anyone have a stock parts cfg I could use?? Just wondering if something like that is floating around here somewhere. No big deal if not -
[WIP] Nert's Dev Thread - Current: such nuke, wow
Jesusthebird replied to Nertea's topic in KSP1 Mod Development
Now when people say...they like to play with near and far...they'll need to be more specific as to..which far?? Lol -
Hi everyone. Im attempting to modify an engine from MK2X to add an air breathing mode to an engine. Ive been able to add the engine mode, and it seems to be working properly so far..the only issue seems to be the exhaust heat fx here is the original part CFG(snipped out non related things like.. Module Test Subject and Module Gimbal..Module Alternator) and here is my patch So..currently for both modes. the particles, smoke trail and sounds seems to be identical. The only thing thats absent seems to be the orange glow from the exhaust port during the new air breathing mode. screenshot: https://1drv.ms/u/s!AjOhSRn-M-XfjwFC5DrNLucSrm_o the screenshot is during closed cycle. When airbreathing is activated..it goes back to black like engine was turned off or something Thoughts? Thanks Peeps I can go post in the mk2x thread if this is more appropriate there..but I figured this was a more likely a problem with my MM patch
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Much appricated!! I love small tools like this!! I didnt even know something like this even existed
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That...is freaking awesome! And I thought 001's TU patch script was cool
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Jesusthebird replied to SuicidalInsanity's topic in KSP1 Mod Development
I was just thinking about the texture issue i had the other day with the OMS engine and something came to mind. The SXT mod has an optional script file that copies squad textures to a folder that SXT uses(written by LGG if im not mistaken). I know its a strech as this is only 1 texture..but that script could be modified and distributed with this mod as well to copy/pasta squads depriciated texture. In case the not so savy wants to use the oms engine without the rig-ama-roll of manually doing it. Im ok with technical things but even I did it wrong in the beginning. Just an idea for an otherwise simple solution that can be found by searching the thread. Anyways thanks for your work suicidal. Its not ksp without your mk2/3 expansions. I love em!- 854 replies
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I saw a mattlowne vid saying the drag system works via empty nodes. Thats why during one of his challenge vids he designed the craft with the open node facing down. I didnt know how old the video was...but either way..im glad the new system doesnt do that...i also had the impression that this mod would be otrociously bad for drag. Ima download this mod now perhaps a quick note in the op could clear things up so people like me dont spam that note all the time. curious side question tho..when did they change the drag system? 1.3.1 and up I imagine?
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I havnt seen this style of dvmaps before. I dig it!!
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No worries buddy. Im not poking the mod bears, take your time. Quality over rushed release is what i like to see. I just wanted to see what the current news is. Breaking ground is a gamechanger sorta since IR was one of the only robotic mods we have for ksp. To read it could work seemlessly with stock is amazing. Ive never been very good with the IR sequencer but this new one from the kal1000 seems to make sense to me a little bit more.
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Ahh...i just was thinking if IR parts could work with the kal1000. Im glad to see im not the only one with the same question. Have we come to a conclusion? Will we see an update to choose which UI we can use? I see a master/slave mod just got a prerelease. So im super excited to try my hand at making arms n legs now
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[WIP][1.7.1][BG] SlaveDriver v0.1: Robotic limbs made simple.
Jesusthebird replied to Snark's topic in KSP1 Mod Development
Omg ive been furiously trying to play with these parts since its release...its sooo freaking complicated!!! I revel in the glory of rome!!...ahem..i meen this mod! One thing that I wonder...could the new UI/kal1000 sequencer adopt IR parts. I think it would be super dope to see IR parts works with the kal1000 sequencer. A question for the IR thread for sure..maybe ill pop in and say hi over there -
Kerbal Space Program Breaks Ground with a New DLC!
Jesusthebird replied to UomoCapra's topic in 2019
Coulda sworn I saw it somewhere..now i cant find it of course...could have easily been edited outmaybe ..but what ou say is very possible still. Ill try and find it later tonight. I thought it was weird they would mention something like that along with a dlc launch.- 1,121 replies
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- breaking ground
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Kerbal Space Program Breaks Ground with a New DLC!
Jesusthebird replied to UomoCapra's topic in 2019
@MechBFP @razark I saw it on the steam page for the dlc..below wgere it mentions the early buyers get for free..bpah blah- 1,121 replies
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Kerbal Space Program Breaks Ground with a New DLC!
Jesusthebird replied to UomoCapra's topic in 2019
best part about the dlc notes? They mention the next dlc will focus on all things planetary. YAAAS!- 1,121 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Jesusthebird replied to SuicidalInsanity's topic in KSP1 Mod Development
@Tonka Crash thanks for your help. I was finally able to get the texture to load . Im not sure why...but putting the file in a custom folder does the trick. renaming the file didnt help when inside the part cfg folder- 854 replies
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Ill get you some more information shortly. Its icon has been blurry since i can remember. Only difference i can say off hand is that it looks to be made with 2files layered together somehow...if that makes sense lol
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Jesusthebird replied to SuicidalInsanity's topic in KSP1 Mod Development
I figured something was fishy.. ive never had luck with zDepriciated folder... I think i did the same as you but put em in the oms engine directory..ill try again tonight tho. Can you share that part of the cfg for reference??- 854 replies
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I had this error with scansat mod. The icon was a 3x3 pixel icon. I manually converted and replaced with a 4x4 and all is well. I know thats not an ez workaround for everyone...but atleast it removes the log warning Strangely enough EPL icon is blured on the toolbar..but unblur doesnt seem to help with that one...somehow
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Jesusthebird replied to SuicidalInsanity's topic in KSP1 Mod Development
Can you confirm texture path?? I still have a white texture for the oms engine bell. I keep mk3x uptodate via ckan which I open daily. Im not at my pc currently..but im fairly certain I have v1.4.8.- 854 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Jesusthebird replied to SuicidalInsanity's topic in KSP1 Mod Development
Is anyone having the oms engine load with an all white engine bell?? Is that what its supposed to be?? Thought itd be black or greyish. Looks like its not loading a texture. The base with rcs ports looks fine- 854 replies
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