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About zer0Kerbal

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  • Website URL https://github.com/zer0Kerbal/SGEx

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  1. zer0Kerbal

    Duna Base building help with mods

    your English is just fine. since you are already planning on including a drill, why not use SimpleConstruction so you can expand your base if you need or want to?
  2. zer0Kerbal

    [1.4.1+] The Kaptain's Log

    Glad to see you hunted down and eliminated that gremlin.
  3. zer0Kerbal

    Ablative kerbals.

    did and I like. The KISO (Kerbal Intergalactic Safety Organization) has now made it mandatory (at least in my games) to have every Pod automatically ship with one of these, right next to the Kilwaukee Electric-screwdriver and helium filled balloon. nicely done!
  4. zer0Kerbal

    Ablative kerbals.

    Here is the MM patch to add to every (new) pod's inventory: Issue had was that the part name didn't seem to want to work with the patch, so I ended up renaming the part.
  5. I have a save with the bug. I can KML out everything but the space station in question - how best to get to you?
  6. a part am working on:
  7. zer0Kerbal

    [1.4+] Kerbal Inventory System (KIS) v1.14

    Help with a ModuleManager Patch appreciated Am trying to create a MM patch to add items to every pod's seat - like the KIS config does. Reason for separate patch is so don't have to edit with original and to keep changes between updates of KIS. I have tried numerous versions of the below patch (and yes, kerbal-heatshield is a real part and the correct name). Would love to have the evapropellellant stacked, but I don't believe that to be possible. Any suggestions? Thank you in advance! 0K @KISConfig[*]//:NEEDS[KIS]:FINAL { @Editor { @PodInventory { // Specifies items to add to every pod's seat. To add // more items add more lines. addToAllSeats = KIS.electricScrewdriver // Hotkey 1 addToAllSeats = KIS.evapropellant // Hotkey 2 addToAllSeats = KIS.evapropellant // Hotkey 2 addToAllSeats = kerbal_heatshield // Hotkey 3 // Specifies items to add to the first pod's seat only. addToTheFirstSeatOnly = KIS.evapropellant } } }
  8. My searchfu seems to be failing me. and yes - have a space station and a ship dancing the night away, conjoined by the kracken.
  9. The bug was just reproduced on the forums. will see if can find and post here. Thank you in advance!
  10. according to CKAN - compatible up to 1.4.9. which version of FMRS do you have installed? FMRS (the original - v or FMRS Continued( Both are available in CKAN.
  11. zer0Kerbal

    [1.4.5] Near Future Technologies

    @Nertea thank you for this.
  12. Thanks for the update! Any way to have an option to track / profile individual mods performance? See how each impacts things like mem/garbage/load/scene/graphics?
  13. Great Mod! Thank you! If I may make one request? Can you find a way to have 'The Undockinator' be able to undock stuck docks? You know, caused by that phantom stuck docking kraken that has been lurking in the shadows since the dawn of Kerbalkind? I believe it is possible, since the issue just seems to be reseting both docking ports to correct happiness settings (aka having Jeb throw a wrench into the gears). and all is right in the world. Maholo in advance! Again, great mod and thank you for all your hard work!
  14. Yep, and just lots of trial and error hand fixing... but end product (IMHO) can be worth it. Agree. There is an option to 'reload database' which is also available from the debug menu. It seems to work, but can take (IMHO) longer than restarting the game. But do you need to restart the game after each weld, no. To answer other question - OP seems to still be accurate. Love this mod! Thanks for maintaining it. Just wish there was a way to (once database refreshed/reloaded) to use it to 'play' with the placement of the parts (kind of like nodehelper, but for welded parts). When fixing welded parts with SSPX often have 'gaps' where the B9 parts are, so have to slide parts around (x,y,z) to get them looking right. So call it an 'edit' function. Also, would love a way to correct initial part orientation (rotation) - so that the weld remembers the final orientation of the part, not its unplaced/original orientation. I have also found a way to weld multiple lights together and have them work. One caveat, all on or all off (one control). Just have to remember how I did it now. Again, love this mod!
  15. WOW - this mod is a kerbal saver! What used to take, well, ...., ..., .., WAY TOO LONG>>> now takes minutes. *poof* *presto* done. Thank you! Couple of suggestions: A way to rename the nodes? a way to add symmetrical nodes? Say I wanted to add three nodes around the perimeter of a hex - or cylinder. Is there a way to orient a node on an angle? Example: am trying to add nodes to a hex cylinder - but can"t seem to figure out how or if it can be done. I can slant the node, just not to the right angle. Again-Great mod!