BaconFuel
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Everything posted by BaconFuel
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By upgrade, I mean the fact that when you research certain nodes, parts get different stats. By module, I mean the part of the .dll that adds the upgrade functionality. What I am asking is if it is possible for me to make a different .dll which only adds the upgrade modules from the original KSPI .dll, and if so, how I would go about doing it. I know nothing about .dll files, but my guess is that it might be possible to de-compile the .dll, find the bit that does the upgrading, and re-compile just that part of it. Sorry for wasting your time if it's not possible and I'm just blabbering.
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I was wanting to apply some of the part upgrade mechanics in Interstellar to vanilla parts in KSP. I am assuming this is not a vanilla feature, and so I would need Interstellar installed for it to work, correct? Also, is there any way I could siphon off that part of the mod to make a smaller mod that just does the upgrade mechanics for personal use? (I wouldn't distribute it without permission). It is a feature that I would like to have on my less modded playthroughs without all the parts and complicated other mechanics. Thanks!
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[Solved] Help With Airlocks!
BaconFuel replied to BaconFuel's topic in KSP1 Modelling and Texturing Discussion
I think I was just being thick; I thought setting it as an airlock would make it import an airlock texture. Looking at the command pods, I can see this is not the case. I just needed to actually put the texture on, then it would show. -
I have made a basic part that has an airlock and works, following this tutorial: http://wiki.kerbalspaceprogram.com/wiki/Adding_Airlocks_and_Ladders_to_Parts. It works, but the airlock and ladders are invisible. Any help?
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Science Revisited - New and improved ways to do science [1.3.1]
BaconFuel replied to CaptRobau's topic in KSP1 Mod Releases
This sounds good, but is there some way we can have an unmanned Science Lab? Maybe with a lower transmission boost multiplier?