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KSP2 Release Notes
Everything posted by peachoftree
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I'm back! LFO Balancer has been updated for KSP version 1.4.5. See the OP for more details!
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After a long hiatus from ksp modding, (I last updated this mod in version 0.25 lol) I'm back! LFO Balancer dumps excess oxidizer out of the tanks when flying on jet engines but keeping enough to burn all your fuel when you switch to rockets, allowing you to have a lower mass while in flight. It works by making sure that there is the correct ratio (11/9) of oxidizer to liquid fuel across the vessel. It respects locked resources and also includes an advanced tweakable to completely exclude a tank from the balancing calculations. Please post any bugs or feature requests on the issue page on github. Download on Github Source TODO: Add a proper icon in the application launcher (right now I'm just using an icon from distant object enhancement as a placeholder)
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I'm having trouble loading a png texture into my application launcher button. What I have now is void Start() { Debug.Log("LFO Balancer Initialized"); InitializeButton(); GameEvents.onVesselWasModified.Add(UpdateBalancerList); GameEvents.onVesselChange.Add(UpdateBalancerList); } } and private void InitializeButton() { _button = ApplicationLauncher.Instance.AddModApplication( OnTrue, OnFalse, null, null, null, null, ApplicationLauncher.AppScenes.FLIGHT, GameDatabase.Instance.GetTexture("LFOBalancer/Icons/toolbar_enabled_38", false) // using placeholder texture from DOE ); } but all that shows up in my applauncher button is a white square, which was the same as when I had the texture set to null from before. Is there a better way to load in png files as textures?
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I'll give this a try this week.
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The Small Requests Thread!
peachoftree replied to a topic in KSP1 Suggestions & Development Discussion
blockquote widget The problem is that IJKl is bound to RCS translation, so the l key is already used -
Is there any way to convert existing docking ports to the construction kind, or would I need to rebuild my wobbly station with the new ports
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protip: if you are just doing a plane change maneuver, don't bother with maneuver nodes, just wait until you are at the ascending or descending node and burn towards the normal marker on your navball, following it until it is in the position you want. the reason maneuver nodes don't work too well is because it tries to do a plane change maneuver by just pointing in one place, but the most efficient way to change planes is to burn at 90 degrees to your current one.
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The community is honestly the best part about Kerbal Space Program. We have something truly special and unheard of in the gaming world. Without people like you, none of this would be possible. Goodbye, KasperVid. You will be sorely missed.
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I wish. I used some mods that allowed me to have the back engine swivel down and there is another downwards facing engine behind the cockpit
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am I doing this right?
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Completely solid-fueled first stages?
peachoftree replied to MedwedianPresident's topic in KSP1 Discussion
you can limit their throttle in the VAB with a tweakable so they don't rip themselves apart in the dense lower atmosphere -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
Looks good. Unfortunately I didn't get a chance to work on the patch tonight (Ap exams this week) but I will try to get to it tommorow -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
Will do when I get home. Thanks a bunch! -
@Nutt007, you should use docking port alignment indicator, it makes docking such a breeze.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
I've implemented @NathanKell's patch into the zip, updated it to 1.9.2 (ooh, tankbutts!), and properly removed the landing legs (from Squad and PathPatches). You can download it here or from my original post. Thank you so much for all your help! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
To clarify: this is what my windows look like with the partrevamp_texturereplacer.cfg still in the VenStockRevamp folder in my gamedata: I removed the config to get them back to a more normal darker blue -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
When I loaded up the revamp with texture replacer installed, all the windows were replaced with solid blue rectangles. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
I'll implement this fix on all the engines later tonight. Thanks @NathanKell -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
That sounds like a design issue. -
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
peachoftree replied to Ven's topic in KSP1 Mod Development
thank you, share the spreadsheet and I'll implement the changes later. I made that spreadsheet at around 12:00 pm last night so it's not surprising there are a few mistakes.