Paul Kingtiger

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About Paul Kingtiger

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    NASA Fanboi

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  • Website URL http://www.kingtiger.online
  • Skype Paul.Kingtiger

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  • Location New York
  • Interests Space, Computer games, Computer other stuff, Hiking and Camping, Cycling, Cooking, Carpentry, Cats

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  1. As a modder the advantage of steam workshop for me is that I can share craft files that rely on mods without having to point users to an external site to download those required mods. I imagine there are users who are happy to download from workshop but do not trust 3rd party sites. It would be great if I could post Universal Storage craft to workshop and have Universal Storage listed as a required mod (with a link to the page included,, as you see with Cities Skylines). An alternative would be the ability to include craft files in a mod, so that parts mods can include example craft without having to copy files to more than one location. If we did get workshop support we would continue to host mods at SpaceDock and a backup location. It's possible that Curse has an exclusive deal to be the only officially supported mod site, in which case we won't see workshop support (Craft and missions are not mods so don't count).
  2. Any chance of steam workshop support for mods in the future?
  3. Paul Kingtiger

    What is the one mod you couldn't play KSP without?

    KER, how we still don't have Delta V readouts in stock is beyond me. The game will tell you how many Delta V you need to complete a maneuver, but not how much you have left in your craft. Crazy! Vens is awesome and I use that every time, but I can play without it, without a Delta V read out I'd very quickly get bored of the game. Over engineering and trial and error are not interesting game play mechanics for me.
  4. Paul Kingtiger

    Including .craft files in a mod

    I don't want to spawn a craft, just have it appear in the 'open a saved craft' menu in the VAB / SPH.
  5. Paul Kingtiger

    Including .craft files in a mod

    Is it possible to include example craft with a mod (so a .craft file in the Gamedata/Mod folder?). I want to include some examples with Universal Storage 2, but in a easy to install format.
  6. Paul Kingtiger

    Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018

    We haven't had any pictures in a while, so here are some craft I've been using to test the mod. We have an Apollo CSM (with fairing and without) and a Apollo inspired single stage LEM.
  7. Paul Kingtiger

    Line breaks in part description?

    That's not working for me, can you give it in an example?
  8. Paul Kingtiger

    Line breaks in part description?

    Is there a way to have a line break in a part description? I can't find any parts that do it so I assume no, but worth asking.
  9. Paul Kingtiger

    Adding functinality to a part at tech level.

    I'm a researcher not a coder, but this would be really useful functionality to have.
  10. Paul Kingtiger

    Adding functinality to a part at tech level.

    So I've made some progress based on the posts above. The starter code is something like this: // Kerbal Operating System (kOS) @PART[USGuidanceComputer]:NEEDS[kOS] { MODULE { name = kOSProcessor diskSpace = 60000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } I've got as far as adding the Upgrade code to this: // Kerbal Operating System (kOS) @PART[USGuidanceComputer]:NEEDS[kOS] { // @cost = 2200 // @TechRequired = unmannedTech // @entryCost = 4200 MODULE { name = kOSProcessor diskSpace = 0 ECPerBytePerSecond = 0 ECPerInstruction = 0 } MODULE { name = PartStatsUpgradeModule showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = USGuidanceComputer_kOS techRequired__ = unmannedTech entryCost = 4200 title = Kerbal Operating System upgrade manufacturer = Universal Storage description = Software patch adds kOS compatibility, allowing for programmed missions. basicInfo = Whatever IsAdditiveUpgrade__ = false  PartStats { name = kOSProcessor diskSpace = 60000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } } } PARTUPGRADE { name = USGuidanceComputer_kOS partIcon = USGuidanceComputer techRequired = unmannedTech entryCost = 4200 cost = 0 // for display only; all parts implementing this will need a PartStatsUpgradeModule with cost = this. title = Kerbal Operating System upgrade basicInfo = Whatever manufacturer = Universal Storage description = Software patch adds kOS compatibility, allowing for programmed missions. } } No luck getting this to work though. Reading the documentation, I'm not sure this is even possible with modded values.
  11. Is it possible to add additional functions / modules to a part when achieving a tech level. As an example, I have part that acts as a MechJeb core, which is unlocked at tech flightControl. I want to add kOS function at tech unmanndedTech. Using module manager I can add functions based on other mods being installed with NEEDS:[mod name], is there a way to do something similar with a tech level?
  12. Paul Kingtiger

    Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018

    The science parts are from a different mod, DMagic Orbital science, which includes a bunch of US compatible parts. If you want to remove them you'll have to go into that mod folder and delete them.
  13. Paul Kingtiger

    Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018

    New Version Released Universal Storage 1.4.0.0 for KSP 1.4 is released. There are no changes to the mod since the last release. The download on SpaceDock includes the latest versions of Community Resource Pack and Module Manager and the AVC file has been updated to 1.4 As always, if you find any issues please let me know here.
  14. Paul Kingtiger

    Updated Terms Notice & Privacy Policy

    But if the EULA specified that you agreed to transfer copyright of any files or content processed though PartTools (and I'm not saying that's what it says) then, if you agree to the ELUA the copyright would transfer or at least you would have a fight on your hands to suggest otherwise. I remember Pirates of the Burning Sea having a slimier situation with user created flags that could be submitted to the game and included as part of the standard (not modded) content. Ultimately I'm not in a position to speculate, which is why I'd like Squad to clarify these points for us. Based on take2's history with GTA and the assurances we got from Squad at time of acquisition, I think it's reasonably to expect some clarification.
  15. Paul Kingtiger

    Updated Terms Notice & Privacy Policy

    Given Take2's history with modding announcements and the concerns expressed when the acquisition was announced it would have been better if Squad had covered some of the likely questions with the announcement. It's possible that Take2 didn't give them enough notice to do so? It would be great, if we could get some plain language explanation. I totally understand that they need to be able to legally distribute anything you publish to the forums or wiki because they are doing exactly that every time someone loads the page. I'm also pretty sure that content hosted elsewhere but linked to on here is not covered (Take2 don't own an exclusive right to the NASA logo just because I've linked to the image here) However mods created with PartTools absolutely needs some clarification. If I create a mod with PartTools does Take2 then own the IP of the 3d model which was processed though PartTools or do I retain the rights? One thing is for sure, I'm very happy we have Spacedock and are not relying on a Squad hosted mod repository.