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Everything posted by Enceos
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Enceos replied to Nereid's topic in KSP1 Mod Releases
Hey @Nereid! I love Final Frontiers very much, especially when coupled with TextureReplacer faces pack each Kerbal truly becomes special. I personally never liked ribbons because of their bulky shape and minimalistic design. I got used to medals, tokens and souvenirs: first, because they're each very unique, second, they're easier to display in quantities because of the equilateral shape. What do you think? Would you make a new layout setting for displaying medals? I would cooperate to make a medals pack. -
Also some parts share textures between each other and to see what textures belong to that part you can open the .mu file via a notepad and scroll down to see the text which indicates the names of the required textures.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
They don't like being attached to the base while attached to the surface at the same time. So to avoid summoning the Kraken I place them separately or don't attach them to the surface.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Enceos replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Hi dude, I've been wondering why my Shuttle always launches as a "Base" type instead of "Ship" and even after changing the type it reverts back after docking procedures. Same happens to my station, and it messed up my Bases & Stations contracts. Turned out that when undocking or launching the game looks for a VesselType node in the part configs and sets that type to the vessel according to hierarchy and the culprit was a Buckboard. Some of your parts clearly shouldn't belong to the "Base" VesselType category. It is the highest type in the hierarchy. Any vessel containing such parts automatically becomes a "Base" on launch and after undocking. Here's the list of your parts with "vesselType = Base" node: I would delete the node in Buckboards, GrapplerArm, ScannerArm, Mineshaft, Captstone, TunnelExtender. But you know your parts better. In the end if you can imagine the parts with "Base" type used in ships and stations, then this node is unnecessary and will only bring headaches to the users who care about vessel types. @Rafael acevedo Awesome base! Love the garages for rovers, but what about landers? :3- 3,523 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Enceos replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo I'm so happy you managed to add this feature to the mod. I'm still holding off on installing planet packs until I get my hands on it, that gonna add so much to the feeilng of discovery. -
SPACE STATIONS! Post your pictures here
Enceos replied to tsunam1's topic in KSP1 The Spacecraft Exchange
@Andem The parts I used to build the station are from Station Parts Expansion, Kerbalism, Pathfinder and USI Kolonization -
Yeah I will do that when I finish working on textures for IR Rework parts.
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SPACE STATIONS! Post your pictures here
Enceos replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Orbital Shipyard "Allure of the Stars", playing with an IR Cracken Arm to construct ships. -
Yep, because ModuleManager is required for that to work. I included an MM patch which enables stock crossfeed option in the settings.
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You know what, that would be the best thing out there. You will be the first modder to make such a setting.
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I see, yeah the Alt + (a configurable key) would be an awesome feature. I personally never had to suppress Historian, but use the "Always Active" every time before taking screenshots.
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@sarbian I have a patch which was working nicely with MM 2.6.24, but version 2.6.25 says that it has errors: My patch: @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]] { %node_stack_root = #$node_attach$ @attachRules = 1,1,0,0,1 @bulkheadProfiles = size1, srf } The excerpt from the outputlog.txt [ModuleManager] Errors in patch prevents the creation of the cache [ModuleManager] ModuleManager: 10689 patches applied, found 7 errors 7 errors related to GameData/_MyMods_/AttachmentNodes.cfg Is there something I can do to make it work?
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@Aelfhe1m May I ask for a feature? There are many situations when my vessel has a wrong name or flag and I end up retaking screenshots quite frequently. There's an option in the settings menu "Always active" which is very usefult for setup, but it's several clicks away. Would you please consider adding to the toolbar icon a rightclick action which would toggle that "Always active" option on and off. Out of all mods I noticed this rightclick action only in Action Groups Extended if you need the code.
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@SciMan Have you tested them? Works as intended?
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Simple, get a MotherBoard which is compatible both with your processor and DDR then buy a video card on the remaining money.
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@Ezriilc For some reason Craft Kitchen doesn't want to process my save files. Maybe they're too big for its liking. Here is the link to the archive, it contains two different saves from 1.0.5 playthrough and my current 1.1.2 : https://www.dropbox.com/s/0v7a04mdssqv4tt/For%20Craft%20Kitchen.zip?dl=1 Would you kindly take a look.
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Better UI for deleting craft
Enceos replied to Snark's topic in KSP1 Suggestions & Development Discussion
Since Squad is currently searching the discussion threads for promising ideas, this one definitely needs an upvote. -
New ALT F12 option - Replace Vessel
Enceos replied to pandaman's topic in KSP1 Suggestions & Development Discussion
@pandaman Vessel Mover will be your saviour on planets. It can spawn any saved vessel under your cursor, it can't spawn vessels in orbit yet. Ship Save Splicer can make a craft file out of any vessel you choose from the tracking station. Web version Craft Kitchen (by the creator of HyperEdit) can also extract crafts from save files, has less bugs.