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KSP2 Release Notes
Everything posted by rabidninjawombat
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
O_o thanks, ill look into that. I didnt ever actually put it up on CKAN, someone musta done it for me, Which is fine, ill just make sure the latest version is up. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Glubo, Regolith changed the way resources are displayed. It no longer uses the hotspots(beachballs) that were part of ORS. With the Regolith adaption there are. Two ways, All the scanners (the OMD, and the karbonite scanner should detect ore) When you are in orbit, and right click the scanner it shows you a percentage of Ore in that area, With Regolith, all resources are biome based, so once you've determined there is ore in that biome you can land anwhere in that biome and get it. EDIT: Screenshot of where the % is displayed If you have Scansat 9.4 (dev version) it will also work to create a map of ore. Make sure you are using the latest version of the Adaption if you just want Karbonite and EPL. As NihilRex said, you can also use MKS to make Rocketparts now (With MKS you wont need anything else but MKS and EPL) The production chain is a lot more complex though. its no longer just Ore---> Metal---> Rocketparts. But MKS comes with some pretty new parts! -
parts [1.12.x] Asteroid Recycling Technologies
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
As long as the setting goes to 11....... -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
All of the above files/folders should be an a "ExtraplanetaryLaunchpads" Folder. That folder itself goes into the gamedata folder. Im guessing since you have plain white models that you dropped said files/folders into the gamedata folder on their own, You wanna keep them inside the "ExtraplanetaryLaunchpads" folder and drop that in there. Should fix your issue. -
Love this mod so far just loaded it into the save. Definitely something that's currently missing in the base games career mode to flesh it out. Random idea: What about the possibility of Kerbal retirement? (after so many years kerbals can retire, and receive a pension?) Also along the same lines, what about a a death benefit ? (lump sum paid out to families in the case of a poor kerbal deaths) I check the release notes to see if this might be in already but didnt see anything Those may be out of scope for the mod, just thought id throw them out there. Awesome work!
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Just a small suggestion Any when you zip up a new release just zip it up in the same specific folder each time? (instead of having Filter.Extensions-1-3, 1-4,1-5 etc) Makes it easier just to drag and drop the the folder into \Gamedata, and overwrite the old stuffs. -
[0.90] KSP Interstellar port maintance thread
rabidninjawombat replied to Boris-Barboris's topic in KSP1 Mod Development
Since most of those materials are only used by KSPI im sure Roverdude would be open to adjusting the values within the CRP to suit -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Thanks! Ill send a pack once i got a reasonable number done =D slowing getting rid of the question marks -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
It is, the ore in the CRP is based off of EPL numbers (density etc) The same ore you would use for this is used though MKS. Though remember you'll need some sort of resource gathering mod to use Ore/metal to make rocketparts. But i assume since your asking about CRP, that you use Roverdudes mods. MKS has its own production chain for rocket parts, and parts to build rockets with. It will hide the stock EPL parts. -
Have you tried redownloading it? might have gotten a corrupt download. (Try both downloads from Mediafire and kerbal stuff) I tested the kerbal stuff download with linux, and its giving me no issues. Unzips fine under windows as well.
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
I was doing the same thing with the icons Sounds like your ahead of me . Any chance you can share what you've converted so far? (or maybe Cyrzndm could even integrate them into the download, would be awesomeness!) -
Source Code is in the download. If its all cool with your Strideknight I was gonna make a new part to use with your plugin I wanted to integrate it into MKS, so that it uses a significant amount of recourses used in MKS. (like biomass, spare parts etc) to make the kloneing expensive (as it should be)
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Your probably looking for Active Texture Management http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM! Though in the future general question on mods should go in the General Add-on Affairs Sub forum. This Sub-Forums is for Mod releases (though one of our awesome mods will probably come along and move it any minute:P )
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[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
They are! Just soooo heavy to lift Ive been shipping up rocketparts from my mun mining and refining operation up to the orbital mun shipyards to build it in space. -
[0.90] KSP Interstellar port maintance thread
rabidninjawombat replied to Boris-Barboris's topic in KSP1 Mod Development
Personally i would love to see Interstellar transition from ORS to Regolith (And the CRP) As it kinda sucks having to have two resources frameworks -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
rabidninjawombat replied to Crzyrndm's topic in KSP1 Mod Releases
Loading now to go a bug hunting Thanks for your work on this.. its made my part inventory much more manageable. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Nice! I like this idea Now if only i could find something useful for scientists to do (on sandbox mod that is )