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[1.1.x] KSPX - Kerbal Stock Part eXpansion mod reposted v0.2.10.1 | 20/4/16


stupid_chris

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I see, thank you.

Is it legal to use stock model for my tiny jet engines if I want to post my parts? Or I have to make my own model?

It's kind of a grey area. You're allowed to create new textures you would slap on them, or to merge the models with others through MM files, but the game's license is All Rights Reserved, so basically you're not allowed to take assets from the game, modify them, and then redistribute them.

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It's kind of a grey area. You're allowed to create new textures you would slap on them, or to merge the models with others through MM files, but the game's license is All Rights Reserved, so basically you're not allowed to take assets from the game, modify them, and then redistribute them.

Can I just use them to make a welded part?

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Anything the community can do to help facilitate a 0.90 update? I use this and I loose some textures on other parts. Not sure what that is all about. Happy to edit files, test, whatever... or just shut up and wait. I miss my KSPX parts.

Everything *works*. Really I have the update halfway done and there's barely any change at all except for slight rebalancing.

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I'll test again... Convinced its KSPX that causes texture loss on the KSOS tank and boosters.

You've got some really really weird convictions. KSPX is just parts.

Anyway, there you go, v0.2.8

Changelog:

v0.2.8

[FIX] Fixed the tech nodes of the 1.25m ion engine and xenon tank
[FEATURE] Changed the category of each part to meet the new categories of 0.90
[FEATURE] Modified the old cupola to match the stats of the new one
[BALANCE] Rebalanced all the reaction wheels part with stock progression
[FEATURE] The stock Inline Reaction Wheel is resized to 1.25m again through ModuleManager to leave the spot to the KSPX one
[BALANCE] MM modifications to all stock Reaction Wheels to even out a spot for each with stock balance
[FEATURE] Changed config/folder names to be clearer

Have fun y'all.

NOTE:

Make sure you completely delete any previous KSPX installation before updating, names have changed and it's gonna break stuff if you don't delete.

Edited by stupid_chris
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Error in MM patch


@PART[advSasModule]:FOR[KSPX]
{
@MODULE[ModuleReactionWheel[COLOR=#ff0000]¸[/COLOR] <-- HERE
{
@PitchTorque = 10
@YawTorque = 10
@RollTorque = 10

@RESOURCE[ElectricCharge]
{
@rate = 0.25
}
}

MODULE
{
name = ModuleSAS
}
}

Thanks :)

Changelog:

v0.2.8.1

[FIX] Fixed the typo in the ModuleManager patch for the Inline Advanced Stabilizer.

Should fix that issue.

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  • 3 weeks later...
  • 3 weeks later...
  • 1 month later...
Is there a way to modify the large NERVA engine to use LF only?

In theory you could simply remove the

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

bit from the part CFG file.

I have not tried to do this, but I don't see why it wouldn't work. I'd backup the CFG file before editing, unless you've already tried this.

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Indeed, this does help, thanks.

This is the result.

LV_N_vs_LV_NB.png

I've just removed the LV-NB's oxidizer need.

As you can see, it is crazy overpowered so it needs to be tweaked to behave like two stock engines again.

Edited by lajoswinkler
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