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KSP2 Release Notes
Everything posted by rabidninjawombat
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
rabidninjawombat replied to KospY's topic in KSP1 Mod Releases
Thanks for the update! I'm sure most everyone would agree its hard to play without KAS! -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
What Roverdude said If you use MKS, you wont need anything else (as you can obtain ore from MKS, and now produce rocket parts via the Machinery module) Though i think the the production chain is a little more complecated then just Ore--->Metal--->Rocketparts That being said, if you dont use MKS, or Kethane(or just prefer a simpler production chain) my adaptation still works, and has been updated to use Regolith now. So you can now use EPL solo without Karbonite or kethane, and still mine ore, and convert into metal and Rocketparts using all the stock EPL parts (though Karbonite is totally awesome and you should use it anyway ) It appears to be throwing an error whenever it attempts to load the UI (ill upload a log a little later if needed and it will help) So its not working with .90 yet. No rush though! Appreciate all the awesome work on this. -
Update for .90 With .20, Karbonite is no longer required. (though still recommended!) All WombatConversion's Parts have been updated to use Regolith, as well as Karbonite drills updated with new framework (to drill ore) The adaptation uses Roverdude's awesome new Regolith Framework to accomplish all mining, smelting, and fabrication. All files needed (Regolith.dll and Community Resource pack) are included in the download. FYI: EPL hasn't been updated yet, so any major changes may require changes to this adaptation.
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Thanks for the quick update Starwaster! DRE is must have!
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
rabidninjawombat replied to BlackNecro's topic in KSP1 Mod Releases
Gonna second what everyone else said so far While the new features of the editor are nice, I like PC's implementation better (by mod folder) And of course mouse scroll wheel to move through pages! Its hard to live without that. -
Thanks for posting this Nori =) Been away from the country for a few months,and out of touch with most things. With your permission, id be happy to integrate the file you updated into the front page download. Finally got home, and .25 installed and its full of awesomeness! Not sure how the conversion will fair once roverdude updates karbonite for .90 and regolith(havent had a chance to read up on it yet) But ill keep my eyes out. (workshops also updated to not freeze up when scrap metal is full)
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KerbalX.com - Craft & Mission Sharing
rabidninjawombat replied to katateochi's topic in KSP1 The Spacecraft Exchange
This is an awesome idea! I too really didnt download craft files much (mostly cause of the hassle of mod associations) So this site will be useful Bookmarked! -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
rabidninjawombat replied to bac9's topic in KSP1 Mod Releases
LOL thanks I had already gotten it from KerbalStuff, just kinda silly of curse to do it that way. Definitly something curse needs to fix.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
rabidninjawombat replied to bac9's topic in KSP1 Mod Releases
in case no ones mentioned it yet, the download link on Curse only seem to contain the DRE cfg and nothing else No B9 pack. Only about 2.5kb. Kerbalstuff link is fine, and grabed my update from there.- 4,460 replies
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I would assume they would explode if it was bigger Haven't tested that, though the largest of the 3 sizes of those spacedock is pretty dang large. In regards to the launch position. What you define is the Launch position, in this case its being set to the specfic transform of that model (not too well versed on this, not into modeling ) I do know this doesnt work too well with some parts , like the DockingPort Sr. Set that as a launchpad using the LaunchPad module and the ship spawns inside of the Dockingport (you can guess what that causes) You can fix this by setting in the ExLaunchPad Module: [COLOR=#333333]SpawnHeightOffset = 0.5 //or your desired number here [/COLOR]
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Here ya go https://dl.dropboxusercontent.com/u/19908938/AltOrbitalWorkshop.zip just drop it in your game data folder Its a new part (has a new name from the Original Workshop) so you can have both in your game if you want, or just delete the other one if you prefer. You'll also need to attach the spacedock to it for it to produce your ships now.
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Nope its real easy basicly you just need to add this module : MODULE { name = ExLaunchPad SpawnTransform = LaunchPos } I recommend grabbing the Spacedocks from the NASA IXS mod its super awesome! it can be attached to your station and its integrated with EPL too. Here-> http://forum.kerbalspaceprogram.com/threads/92816-NASA-IXS-Class-Warpship-and-Spacedocks-For-KSP-I-and-Stock-KSP
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Small update: Added Ore mining support to the new .625 meter Mini drill (part of the KarbonitePlus pack) Also added support for the Karry Kan, and Double Karry Kan (also part of the KarbonitePlus pack) to carry Ore, Metal, and RocketParts. Karbonite Plus is a new Addon to Karbonite that adds new smaller .625 meter parts, and a new resource! Check it out here Currently working on using these parts and others to make some VonNeumann probes using EPL will share more once they are farther along.
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[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
The tiny Parts are still forthcoming, part of the Exploration Pack At the pace Roverdude works im sure we will see them soon, the man is a beast -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Super nice!! I am frothing at the mouth for the new tiny parts that are coming in the other pack