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Everything posted by Enceos
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@IgorZ Also this issue with flipped "front" and "back" nodes. It has been with KIS since the node attachment feature appeared.
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@IgorZ Thank you again for your great work! Might I ask, do you have this disappearing nodes issue?
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Looks like it's up to me. Haven't played the game yet, like most moders and modellers here
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Great job, dude! Would you mind taking a look at UKS Kolonization to adapt its life support facilities as well?
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@DMSP Probably an issue with your software. Try getting them from the whole pack link.
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Thanks. You probably already figured out where to start. This thread has helped me a lot: We modellers usually hang out in this branch: http://forum.kerbalspaceprogram.com/index.php?/forum/15-modelling-and-texturing-discussion/
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Enceos replied to BahamutoD's topic in KSP1 Mod Releases
@BahamutoD Thank you again for this awesome tool. What do you think about making the VesselSpawner work in orbit as well? There's a demand for creating scene sets for movies and comics in orbit, because gathering several vessels around in orbit is still very tedious, your tool is probably the best candidate for this feature. My basic idea of the algorithm is: On spawn, copy the orbital properties of the current active vessel, but spawn the vessel selected from the menu with a mean anomaly set back just a little, so that vessels don't overlap and explode. The spawned vessel will be on a trailing orbit. For other orbital maneuvers people can use HyperEdit. -
Currently KerbinSide adds new facilities to the Island. You can also place an asphalt runway on top of the existing one using the Kerbal Konstructs building tool. The upgradable facilities via funds is a planned feature of Kerbal Konstructs.
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@techstepman There is a pack with angled station hubs made by Cpt. Kipard. Download here http://bit.ly/1XQ0Z2e They make these things possible without clipping:
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Is there a list of orphaned mods out there?
Enceos replied to SmarterThanMe's topic in KSP1 Mods Discussions
@SmarterThanMe Here's the screaming one: -
@dlrk Yeah, this mod is called KRASH today. Made by the awesome @linuxgurugamer
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Looks like the thread header needs the version number update.
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Hi @politas, I have a file which is shared by two my texture mods. Is it possible to make a rule to exclude that file from installing if the other mod is present? Or force a skip of that file if its presence is detected. Currently it is impossible to install both of my Procedural Textures packs without having this error: Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. I know people usually make another dependency, place the shared file there and filter it out from the core install. Is there no other way? I wish I could keep things tidy. Its only 1 file after all.
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Decided to make a parting video of my vehicle before starting a new save in 1.1 It all began with just 12 parts, upgraded the cutie via KIS as new parts were unlocked. It has caught 3 Asteroids and has tugged several station sections between Mun and Kerbin. Contains all the asteroid science parts from DMagic's pack. Looks very lived in :3 Thanks again to @nli2work for this awesomeness.
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I say my performance went up by 400% in 1.1 as opposed to 1.0.5 That alone makes me so happy that I can bear with any bugs thrown at me without grievances. @Brainlord Mesomorph Most game store clients allow downgrading your game to a previous stable version. Did you try that? Hope you at least backed up your saves. Even Scott Manley mentioned several times in his vids "don't run your game directly from Steam", GoG or whatever. "keep a separate copy". So a surprise update never ruins your savegames and mods.
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Once a vessel is launched then the resource capacity is fixed and won't change unless the container had a Firespitter resource switcher. So you can't do anything with already launched vessels. Anyone who wants to fix a vessel instead of launching a new one can easily modify the values using this KML save editor.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Enceos replied to tajampi's topic in KSP1 Mod Releases
I'll scratch your face with my fluffy paws =) maybe then you will learn to read previous pages before asking this stupid question. -
Completely agree. CRP is there for modders to use. It already has oxygen, water and food. @ShotgunNinja you just need to tweak the amount and the consumption rate to your liking. This way people who come from TAC LS can switch to your mod without any pain. People who use atmospheric scoops from other mods can collect oxygen at Kerbin and Laythe. Plus it will be easier to integrate other crops growing mods like Pathfinder.
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Good. Waiting for the Near Future Solar nodes :3
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Enceos replied to girka2k's topic in KSP1 Mod Releases
What kind of assets do you need? -
And then you decouple wrappers in the atmosphere with words "Fly my children! Fly! Be free!"
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Lifting body effect will kick in and the part will fly on its own without falling.
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