TheDamDog
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Everything posted by TheDamDog
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So I've been playing around with the dev version of RO and it seems that, at some point, Tantares and Tantares LV made some major changes to their file naming system, so the configs currently in RO have no effect on them as the filenames the RO config refers to do not exist. I was going to give updating them myself a shot, as it seems the filenames are the only thing stopping compatibility, but the Tantares .cfgs are set up to reference part names/descriptions from another source (the title/description section in the .cfgs refers to what looks like a filepath, possibly for the .mu files?) This means that matching up the new files would require...well, quite a lot of guesswork and matching up prices, which *are* listed in the Tantares .cfgs.
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So I'm currently fiddling around with my RP-0 dev branch install and I wanted to add a few parts (ballutes, some modular station bits and a few toys from KSP Interstellar,) but it seems these don't play nicely with the new custom tech tree. Regular module manager patches don't seem to work. I've found the TREE-parts.cfg and managed to get one part to show up in the tree...but none of the others past that. A sample of relevant lines from the TREE-parts.cfg: @PART[InlineBallute062]:FOR[xxxRP0] { %TechRequired = interplanetaryRovers %cost = 400 %entryCost = 5000 RP0conf = true @description ^=:$: <b><color=green>From Ballutes (RO Config) mod</color></b> } @PART[InlineBallute125]:FOR[xxxRP0] { %TechRequired = interplanetaryRovers %cost = 1000 %entryCost = 10000 RP0conf = true @description ^=:$: <b><color=green>From Ballutes (RO Config) mod</color></b> } And so on down the line. The .62m ballute shows up and seems functional, but the 1.25m (and all other parts) are nowhere to be found. What am I messing up? Quick edit: OK, so I went in and modified the costs of Raidernick's Soviet Rockets (since they're hilariously expensive by default,) and now the ballutes have shown up, but not the other parts I added using the same format. I'm confused.
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Can you figure out stationary orbits and similar just by multiplying the distance by 6.4x from vanilla? For example, a Kerbin-synchronous orbit goes from 2,868.4km in standard KSP to 18357.76km in 6.4x scale. If this is not the case, how do you figure those orbits?
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[1.05] MovieTime v0.5 (May 7) - Olde Timey Movie and TV Effects
TheDamDog replied to bernierm's topic in KSP1 Mod Releases
Any movement here? Is somebody perhaps considering adopting this or creating an alternative? I really do love those black and white filters for making fancy pictures of my old school jets and space pods. -
Ohhh, does that mean we get the ShKAS? Fun times. 3,000 rounds per minute of superior socialist lead
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[1.0.X]Engineering Based Tech Tree (with flight first option)
TheDamDog replied to Probus's topic in KSP1 Mod Development
Love it! The only downside (for me) is that the basic Tantares LV parts are located under 'advanced rocketry 3.75' Still, fun times! -
I just tried using the EVE overhaul instead of 7.4...no joy. No clouds for vanilla or OPM planets.
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Anybody else having trouble getting clouds to appear? I've been fiddling with EVE and KSPRC...other effects appear, but not a cloud in sight on any planet. Do I need to convert the textures to DDS or somesuch to get them to work, or what?
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
TheDamDog replied to cvod's topic in KSP1 Mod Development
Any plans for a flight-first tree, like the engineering based tech tree? I was tempted to give that one a go myself, but it doesn't seem to play nicely with mods. -
Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
TheDamDog replied to cvod's topic in KSP1 Mod Development
Definitely looking forward to the updated version! -
Just dropping in to say I love this mod, and my gameplay experience has been hollow without it since 1.0 dropped
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[0.25] Astronomer's Visual Pack - Interstellar V2
TheDamDog replied to Astronomer's topic in KSP1 Mod Releases
I've had this issue before. If you delete the ATM texture cache (.../kerbal space program/gamedata/activetexturemanagement/teturecache) it will reload it and (hopefully) fix the issue. It's probably best to only delete the relevant ones, of course, since otherwise you have to spend six hours waiting for it to redo all the textures -
You could talk to the guy behind the UAL flag pack to see if he'd be willing to share the UKKR flag. Tantares was practically made for the United Kerbal Kollective Republics
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- totm march 2020
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Is anybody working on EVE configs for OPM not related to the Astronomer's Visual Pack? Currently, AVP seems to use virtually all of KSP's 32-bit memory allocation on its own, even with ATM. I tried reverse engineering Tekto's clouds into the regular cloud config, but that either didn't change anything.
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70s quality video makes EVERYTHING better!
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- totm march 2020
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Movietime is fun: Images from the launch of my K-1 sounding rocket, the first of my career with the glorious UKKR, detailed here: http://imgur.com/a/dCtMG
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- totm march 2020
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The N-1 has to be the most Kerbal thing ever made by human hands.
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- totm march 2020
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
TheDamDog replied to cvod's topic in KSP1 Mod Development
Any suggested mods for getting science early on in an unmanned playthrough? -
[0.25] Astronomer's Visual Pack - Interstellar V2
TheDamDog replied to Astronomer's topic in KSP1 Mod Releases
the detail1.png file I have is 8192x8192. I'm also given to understand that the "KSP.exe caused an Access Violation (0xc0000005)" errors generally indicate that KSP used too much memory. -
Also, as a (somewhat joking) suggestion, perhaps you should talk with the FASA guys about creating a set of parts to allow docking between the Tantares and their Apollo module?
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- totm march 2020
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