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Jesusthebird

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Everything posted by Jesusthebird

  1. Hi everyone. Just an oddball question. The deployable engine plugin, a few KB in size..but downloaded with ckan..is a 60+MB folder that includes "extra" cfgs that dont get installed by default. Nertea has stated that there is no "extras" folder for his deployable engine plugin by himself. But the ckan download gives a lot of cfgs for stock and his nearfuture electical mod. Im really just trying to find information on what they do. There seems to be no information about them. I can decifer some of it..but there are a few modules ive never seen before. Basically i was hoping someone..somewhere..could shed some light on them. Or point me in the right direction? And since it seems nertea didnt make them, this is my next logical place to ask. Thanks!
  2. Hmm...Alright. Well thanks for the speedy response. Perhaps ill poke my head into the ckan thread and ask around. Cheers! And good luck with your current projects!
  3. I dont install the plugin via ckan because of the size of the folder. But rather via your NF Aero mod since its bundled with it. im just wondering what the cfgs in the extras folder do and I cant find any info about them. Are you saying someone else created them?
  4. I dont really have a set "idea" . I usually just let my mind wander in editor and make all kinds of stuff. A nosecone and/or adapter came to mind when I tried to put wing mounted engines on your super heavy wing(which is awesome btw!) instead of having a nosecone for the tips I used a pair of your cockpits lol.
  5. Ive enjoyed playing with this mod so far. I hope there are some plans for a few additions?? Perhaps some adapters to mk2/3 or a nosecone/dronecore? More adventurous adapter could be for OPT. Also..for some reason I spawn with no EC. Cockpits have 800 in the editor but when I get to the runway...zero. Looks great tho. I love spaceplane parts!
  6. Just a quick question. After all this time...I just noticed the xtra cfgs in the deployable engine plugin download from ckan. I was wondering why it was 60ish MB when the .dll is only a few KB.. I dont see much info on what they do and I notice a few modules that are unfamiliar to me. Can anyone help with this? Im not sure if I should use it..if its out of date and unneeded anymore..that kinda stuff. there are cfgs for stock and NRE, and I use both mods so this info could be useful for me. Could also be useful to others too. Thanks
  7. Hi. I would like to use this mod. But the persistance of parts after the 10m/s threshold is kinda a turn off. Is there any way to incorporate a jettison/debris unload feature after the threshold is reached?? Perhaps with some code from the smart parts mod?? Just a brainstorm. This isnt one of those must have mods...but it does add a nice touch to launches. But I try and keep part count as low as possible
  8. Subnautica meets ksp hehe!
  9. One of those must have mods for me..im sick of having to empty fuel tanks individually just to check out CoM shift during flight. Thanks for adopting...yet another mod! What would we do without you LGG??
  10. How do i power the karborundrum engine?? I dont see a fuel tank for it.
  11. Ooo..i just found out that there are enough OPT-H parts to make a functioning ship. I thought those parts were just extentions for the K/H fuselage parts. I wish it had cargo bay and a cockpit parts to complete it. Possibly an H-mk2 adapter..but ohh well. The crew part looks really cool and makes a great transport vessel i think. Has kind of a startrek shuttle look to it. Im not asking for anything..just some more OPT hype lol. Thanks for keeping this part pack up to date! Heres an atmo vessel in fighter style. Im using USI inline turbojet. and CA-Shuttle wing parts. That sexy looking forward stabilizer is from fintech(a very nicely made fin/wing mod) this thing is HIGHly maneuverable and decently balanced. probably one of my better made ships. As you can see..a nosecone made into a cockpit would be absolutely epic..but I cant complain here..thankfully there is a drone-core available with this sized fuselage. Im pretty happy with this vessel. Im going to slap an MM patch onto those USI jets and make em like rapiers; should make for a decent ship without the need for tons of engines.
  12. I meen whatever works really...when i see 1.9 to 1.10 i usually take the 0 off and look at it like 1.1. Maybe that's not the kosher way to look at it..but thats just how I am I guess.. If you plan on going to 1.11 or something after, I understand your reasoning. However I would find it less confusing if it was like 1.09 to 1.10. But Thats where ckan gets confused per@JH4C explanation. @JH4C 1.8.06 is an example from mk2x mod with 1.3.1 compatibility checked. Its an older version and ckan treats it as an updated version when you have backwards compatibility enabled. So by your reasoning the 1.8.06 looks like 1.8.6 to ckan..hense it thinks its an updated version to 1.8.3.4 which is the actual up to date version of that mod(at this time). Ive already mentioned this with the ckan team. Im not sure much can be done about it..as it technically works as intended like JH4C said. But that also meens certain versioning methods cant be used(1.09 to 1.10) Even tho this mod isnt affected by this..i was still confused at first. Im just pointing this stuff out. If it works, it works. As it stands now I have to uncheck backwards compatibility to check for certain mods being updated(mk2x and CA-mk3block in my case). Im really just trying to prevent that list from growing as it can cause confusion. Thats all..carry on and sorry if I upset anyone. Im just trying to help
  13. Previous version is 1.9. So I would suggest changing the version number to something else as to squash any confusion that could arise. If its just a ksp version change perhaps something like 1.91 or 1.9.1 would be better. Ckan normally does pretty good with versioning but it likes to act weird with some mods that have strange version numbers(example: it thinks 0.12 is an updated version over 0.2, or..1.8.06 is an updated version over 1.8.3.4) I think it has something to do with the extra numeric values. I only know this shows a correct update because I check ckan regularly after a ksp update, and then came here to confirm(thanks to your update post) but others might be a bit confused to see the version go from 1.9 to 1.1 especally when they dont check ckan often. Cheers!
  14. I have a question. RPM is on ckan. But MAS isnt. I read on your wiki that MAS is backwards compatible with RPM. If I am to install RPM through ckan(as its still a dependency for some mods), would I just need 'RPM core'?? What does the the RPM(not core) contain? I assume it contains IVA prop stuff? Would your MAS mod have everything the RPM(not core) contains? Hope my question makes sense? Thanks!
  15. 'Surface Mounted Lights'..and..'Indicator Lights' mods has different colors of lights for parts. Perhaps the cfgs could provide some helpful info for color changing.
  16. Patiently awaiting a stable release! every time I want to buy ksp for a friend i think of this mod. Im happy to see things are still running smoothly over here. Cant wait to see what becomes of this! You guys are really putting in a labor of love here. Must be one of the biggest feats to achieve in the modding community and one of the most desirable mods out there. Even if it takes to ksp 2.0 it will be worth the wait!
  17. Ive been having difficulty controlling the spacebus in flight. Every time I try to roll left(example) it instead goes right like Im Yawing right. Im guessing this is because of the gimbling of the rear engines but not 100% on that. The Vtol Lift engines also seem to be unbalanced compared to the CoM. Using just the vtol engines the spacebus likes to pitch up and eventually try to flip over. for any relative control..both engines need to be active as well as having SAS on. but changing heading is very difficult to do. Im thinking maybe having more reaction wheel control is needed(I think the default is only 1.0) perhaps 15-20 would be better. and perhaps the engine gimbaling may need to be adjusted...but perhaps the rear engine gimbals should be locked and allow the reaction wheels to do the pitch adjusting. I also see that TCA works with the vtol engines. It may be beneficial to separate the vtol engine part into 6 separate attach points and allow TCA to act at the balancing factor via thrust vectoring. I like the vtol engines being 1 part..but unless TCA can control all 6 engines separately... thrust vectoring wont help at all. As a side..not so important note. The Vtol engines seem very OP as far as thrust. a fully loaded spacebus with all bells and whistles only need about 15-30% throttle for vertical takeoff. I personally would like to see this reduced a bit..but I understand there may be a reason for it being so powerful. Cheers!
  18. Interesting points fellas...maybe yall are right and I just take ksp for more credit than its actual worth at the moment. I just have so much fun playing it and in the day of early release and lack of QA..i think squad does a pretty good job with updates and bug squashing. Ive only been here since 1.3 but in that time..its gone through many revisions already! Unfortunately we as a community have grown into perfectionists lol. But at the same time...most posts I see on update discussion threads are almost always positive and encouraging. This is one of the best game communities ive ever had the pleasure to being involved in so it strikes me a bit sour to think ksp isnt award winning capable anymore. Its nothing but an uphill battle..but the higher you get the better the game becomes. Squad released a console version not too long ago. I hope that grows interest in the game sonthat perhaps next year or year after ill see ksp on the voting ballots.
  19. Hmm indeed thats a pesky boof by steam..ive noticed almost every time I validate install recently..2 files were missing or corrupted. Its a regular occurance it seems. I wish it told us which files...
  20. Hmm..ill have to try this out. This sounds very useful usingkeyboard controls...wasd sensitivity is all or nothing so this should make thinks a bit easier for reentry OR ascent. Thanks bro!
  21. lol. Im a tad biased too...i was just blown away that Space Engineers was in the most fun with a machine category..yet ksp was absent. Aside from Rocket League and Space Engineers...I haven't even heard about the others..."Euro Truck Simulator"?? REALLY?! Thats on the list but not a game about building rockets/rovers, planes and pretty much anything you could think of??...."pttthhh" I say!! @klesh lol..thats pretty neat. It would be great 'free?' marketing for sure.
  22. blast..I was about to edit my post lol. seems theres an issue with r-clicking parts. But I still had my mods installed...time for the ol "one by one" install method...
  23. has anyone been able to r-click the Lk2 Landercan in the editor...I know it has doors that can open..what am I supposed to do....use KIS?? lol
  24. Steam Awards Voting..."Most Fun with a Machine" Space Engineers is there...what about KSP?? How does a game even become eligible for such an award? Hard to imagine with as great as this community is that ksp wouldn't make the cut for that category.. Bill is sad..
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