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Enceos

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Everything posted by Enceos

  1. @Whovian41110 You haven't specified in your config what is kerbCount. You may as well use #$/CrewCapacity$ directly instead of it.
  2. @linuxgurugamer That MM rule has been there since 2014. The major reason why KSP loads so slowly is because 50% of the mods are still using a bad folder layout.
  3. I'd say you've taken a strange turn there. Modders usually try to keep the persistence file clean of the settings and other garbage in case a player decides to delete the mod or move the save file to a new KSP version without breaking. AFAIK to avoid MM cache you need to place your plugin .dll into the GameData/ModName/Plugins and the settings file into GameData/ModName/Plugins/PluginData folder.
  4. @Jaffa Cookie You can go ahead with the mission. Best places to store the file are the cloud services like Dropbox, Google Drive etc.
  5. I confirm, the save loads fine for me. And it was probably made from a quicksave, so loading it via Alt+F9 takes directly to the station.
  6. Welcome to the modding stage, dude! ) You're quite a veteran player I suppose. That's one outstanding idea you've got there. I've been using EPL to print out subassemblies, but that needs a big base to work. Your mod will bring so much more immersiveness and EVA enhancement to the game. Assembling a craft from the parts detected in inventories will be so much more convenient much more fun than doing it part by part. People usually resorted to making extra nodes on parts to let people assemle vehicles via KIS (The Packrat Rover by Roverdude, if you remember that one). The Hangar mod code won't give you much. As I understand you've tasked yourself with making a vessel spawner hybrid which spawns things like Vessel Mover, but also has a hologram like in KIS. Since you're in the design stage, you might also want to tie the part count of a buildable subassembly to an engineer's skill level. We have a lot of knowledgeable people who can help if questions arise. There's a KSP API Wiki, if you haven't found it already. I'm cheering for ya!
  7. You can use the EPL core functionality with other mods. Pathfinder has all the manufacturing chain parts, orbital docks and a "Spyglass" survey station, USI Kolonization has a launchpad and an orbital shipyard parts, you can strip them from there or use the mod as a whole, it expands the manufacturing chain to increase the difficulty of rocketmaking. There's also a SimpleConstruction mod which adds all the EPL functionality to stock parts. There's a set of three futuristic spacedocks in the IXS Warpship thread. A full set of new parts for EPL in the Keridian Dynamics pack, it even has a dedicated recycler. I usually leave only the 'Mallet', 'Recycle Bin', and 'Survey Stake' parts in my ExtraplanetaryLaunchpads/Parts folder and use parts from the aforementioned mods. @taniwha what do you think about adding a section "Mods using EPL" to your OP? Or add these to the "Some alternative parts" section. The new folk seems to wonder quite often about other parts with EPL functionality.
  8. @DMagic Is this function any good for tweaking the displayed mipMaps? http://docs.unity3d.com/ScriptReference/Texture-mipMapBias.html @Wheffle sorry that we went a little offtopic in your thread.
  9. @hoowuth That's one super overweight lifter. It can probably reach even Jool with those solar panels :3
  10. Heh Oh, found another picture of that "somewhere", where battlestar would be eager to dock, but not via a docking port though.
  11. Hey @taniwha! Have you ever thought of implementing a backwards process: docking a vessel back to the spacedock? That's actually useful for oversize ships and super oversize stations. You don't expect a Battlestar Galactica to dock somewhere :3
  12. @Angel-125 I haven't looked, but I presume there's a fundamental difference between the models of your lights and the models of the stock lights. Which is why WBILight doesn't work on stock models. Do you think there's a workaround to enable your module on the stock lights?
  13. WBITools from Pathfinder by @Angel-125 have WBILight module, which also has inflight sliders.
  14. @IgorZ and @Everyone There's a cool and simple B.U.L.B. mod by Mr. @Alshain, which enables the stock light module to have RGB sliders in flight.
  15. Hey @MisterFister, thanks for the kind words! I decided not to post single part mods to CKAN / Spacedock, I will add the droptank when I update the package with two more parts. I'm aware of the shared file issue between two Texture packs and the CKAN guys didn't give me a good solution other than to separate the file into a third package, i'm not doing that for a single file. I will make a separate cap texture for the Hazard Tanks this week, that will solve the issue.
  16. I think I can make the big launchpad into a EPL vessel launcher, just like the other lanchpads from that mod.
  17. Hey @AlphaAsh, I did some KerbinSide flying errands today and found a problem. The 'new recruit' contract for some reason despawns the recruit after recovery and doesn't add him to the roster.
  18. I see. thanks for notifying, looks like I'll have to cope with that. I'm playing with KerbinSide and all my passengers spawn inside the runways, I was wondering why.
  19. I usually place the survey stakes around the pad, not on the pad itself. The trick doesn't work for the big launchpad cause it's just too big.
  20. I'm surprised everything else is working for you, you're running a very old version of ModuleManager, get the 2.6.24 asap.
  21. @Syntax Yeah, I have the latest CC. Maybe terrain detail affects the shape of things, I have set it on high. Or maybe Kopernicus did something to the planet. EDIT: Anyway, the precision doesn't really matter. I'm placing a flag where I think it would be good to place it, then walk to the waypoint marker and quest gets completed. I'm having much fun in role-playing these missions, thanks again.
  22. @C04L Seeing when players post pictures of bases and crafts with our parts is so rewarding for modders ;3
  23. What a lovely outpost! How did you get the launchpad to the Mun?
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