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KSP2 Release Notes
Everything posted by tg626
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I didn't notice. Good catch.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
tg626 replied to Gotmachine's topic in KSP1 Mod Releases
NM about the shrouds, it looks like a Decoupler Shrouds issue. -
Seeing an issue. Load Stock "Beta Centaurus" and between stage1 and 2 the engine shroud is supposed to be hidden, and the gap covered by a stock fairing. With Decoupler Shrouds installed, both appear - clipping thru one another. With Decoupler Shrouds removed, only the fairing appears, and the engine shroud is properly hidden. LOG: https://1drv.ms/u/s!ApRsS13p52FhhcIKeL009ZgudfvIPQ?e=9Dfhut KSP: 1.12.5 MOD: 0.8
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Try Possibly unsafe, redacted by author. Last updated 4 days ago, including the DLL, so it might work. No idea who zhaoFJx is...
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
tg626 replied to Gotmachine's topic in KSP1 Mod Releases
Ill do some tests. It may be shrouded decouplers doing it. -
[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
tg626 replied to tg626's topic in KSP1 Mod Releases
I had to actually Google KSRSS, so obviously I'm 0% familiar with it. I'd have to say not at this time. Given that it's Earth and not Kerbin, I don't even know if it would make any sense. -
[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
tg626 replied to tg626's topic in KSP1 Mod Releases
aaaaaaaaaaaand, it's patched. Added a MM config to clear out my stuff that conflicts with KSR. LSA and KSR enjoying peaceful coexistence -
[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
tg626 replied to tg626's topic in KSP1 Mod Releases
See next post -
[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
tg626 replied to tg626's topic in KSP1 Mod Releases
I'm not sure, since Kerbinside Remastered does things all over the planet. I think I'll have a look. Since I know where my stuff is. -
[1.12.x]Launch Sites Appended - a Kerbal Konstructs Scenery Pack
tg626 replied to tg626's topic in KSP1 Mod Releases
As KSC Extended does not place anything close to the monolith, no conflict. This will just add the memorial around the monolith. Nothing I did here is anywhere near KSC Extended's Tundra complex either. I have added this to the "Notes" section. -
Launch Sites Appended for Kerbal Konstructs and KSP1 (Click Pics to embiggen) Kerman's Start @ Dessert Launch Site Woomerang WayFinders KSC2 Kerbal Memorial @ KSC Description: Launch Sites Appended is a scenery pack for Kerbal Konstructs. Once installed it will either amend (if you have the Making History DLC) or add new launch sites to KSP. The additions/Amendments are: Kerman's Start (Dessert Launch Site with Making History) - Modeled loosely on Gagarin's Start at Baikonur, adds several structures and a large flame trench to the site. Also adds runway numbers to either the Making History runway, or the runway added by this pack. (Soyuz launcher shown comes from Modular Launch Pads, which I highly recommend) Woomerang - Completely freelanced, but positioned at the coordinates used by Making History, this site is disjointed due to the terrain. WayFinders - Based on real world navigation aids of the US Air Mail in the early 20th century, this KK tracking station is a very visible pointer toward the runway at KSC. I use this as a guidance marker for my shuttle approaches - helping me to visually perceive where I am while in the rather featureless expanse between Mt. Keverest and KSC. KSC2 - Once an Easter Egg and now, via Kerbal Konstructs, an additional launch site. My additions here excavate it from the terrain, and lend a look like the original in early versions of Kerbal Space Program. The addition of a platform upon the original launch pad also eliminates the odd physics phreakout that sometimes happened when spawning a rocket here. (There is still no runway) Kerbal Memorial - Where this project started. Upon loosing 2 Kerbals during a mission I was gutted and made a memorial to them. That grew from a pair of planted flags at the KSC Monolith into what you see now. Complete with a statue of a Kerbal riding a rocket arms akimbo and a granite sculpture of the original Mk1 Pod. Lost a Kerbal? Plant a flag and pour one out for their ultimate sacrifice. Dependencies: Kerbal Konstruts Module Manager OSSNTR - Omega's Stockalike Structures: No Textures Required Lack's KSC++ (This will be patched to NOT affect KSC, only add their Statics - Patch can be removed if desired, see notes for details) Tundra Space Center (Not an actual Space Center, but a pack of great stockalike pads and models for KK) Notes: Making History DLC - this pack automagically detects if Making History is installed and makes the required alterations. If you have MH, it just adds the surrounding scenery. If you do not have MH, it also adds the launch pads and runways at Dessert Launch Site and Woomerang. KSC++ - As shipped, this mod will disable the KSC++ instances, and only add Lack's static models for Kerbal Konstructs to use. If you desire to ALSO have KSC++ display at KSC, simply remove ..\GameData\FP_LaunchSitesAppended\Patches\KSC++_Instance_removal.cfg and the KSC++ scenery will appear. Static Duplication in the KK Static list - If you dabble in placing scenery yourself, you may notice OSS items with the suffix "_g2" along with the original, these are clones made with Module Manager scripts which make a copy that uses the more advanced GrassColor2 module of Kerbal Konstructs for better texture matching with the terrain. I decided to make clones and update those in the off chance someone might download my pack who is already using the original version of the OSS structures, in order to not affect them in any way. KSC Extended - KSC Extended adds a ton of content to KSC, but none of it is near the monolith. It also adds a new launch center. None of LSA's work conflicts with this. At KSC the hex pictured above is all that happens at KSC and I have no content anywhere near the Tundra Complex added by KSC Extended. Kerbinside Remastered - Patch file is now included to resolve conflicts automagically. There is one point of conflict that I've found, KSC2. However, LSA has a logical file structure and you can simply remove the ..\GameData\FP_LaunchSitesAppended\Instances\KSC2 folder to remove the conflict. Credits: @AlphaAsh - Kerbal Konstructs @Damon - Tundra Space Center @Omega482 - OSSNTR @sarbian & @ialdabaoth - Module Manager @Lack & @Aerospacer - KSC++ (Continued) @Divico & @Stone Blue - KSC Floodlight model (updated version included with LSA) @taniwha - Blender .mu plugin Special Thanks: @Rocket Science42 for pointing me towards a conflict with Kerbinside Remastered License: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Downloads: Zip - https://github.com/TedThompson/Launch-Sites-Appended/releases Source - https://github.com/TedThompson/Launch-Sites-Appended Spacedock - https://spacedock.info/mod/3361/Launch Sites Appended (for Kerbal Konstructs) Submitted to CKAN Changelog
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https://forum.kerbalspaceprogram.com/index.php?/forum/90-chinese-中文/
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Tito (I-Forget-His-Name) was an actual Space Tourist on Soyuz 32. So in sandbox I used the F12 Create-a-Kerbal to make a tourist and put him on the crew. In sandbox they act like any other Kerbal, they simply lack any abilities.
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Fairly broad question. Here's the broad answer, in C#. Assuming you don't code, step one will be to get an IDE, such as Visual Studio and get it set up to compile DLLs for KSP. Theres a sub forum specific to coding, you should start browsing there. All that said, go for it! I hadn't done any C# code myself (tho I had done C++ decades ago) before scratching out my Docking Sounds mod.
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Welcome Home Also, also... Along with my "Kerman's Start" will come this "KSC2" inspired by the full scene which these buildings were originally from in earlier versions of KSP.
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Tito Kerman, Tourist, stands flanked by the two Kerbalnauts who chauffeured him to space and back aboard Alliance 32 mission to the KSS. (I use Making History, so my Soyuz DMs are round)
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First off, that is gorgeous! Second, there are two paths. One thru Unity - which unless you absolutely must, is an exercise in pure... frustration. (gotta keep it PG) The other, and FAR superior, is https://github.com/taniwha/io_object_mu a Blender plug in that produces .mu files from Blender it's self. AFAIK, that plugin will handle almost anything except IVA's and I think some fancier animations.
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"The way" to apply them in game is the Advanced textures module of Kerbal Konstructs. The unpack so you can UVmap we can't discuss, but once you have a .mu file thats UV mapped for the textures, you have to tell the Advanced textures module which transform and which texture and it automagically slaps it on for you.
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Just occured to me, this game doesn't employ LOD does it? Other games I've made models for, you have to make additional lower polycount models which get substituted at greater distances from the camera where you can't see the details anyway. This reduces the load since there are fewer vetices to calculate. My expeeince is limited. So Im wondering, does KSP not use them, or does the Unity engine somehow decimate the model itself?
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
tg626 replied to Gotmachine's topic in KSP1 Mod Releases
I'm seeing engine shrouds not remaining OFF when reverting to VAB, is that within the scope of this mod? I only wonder because of the mouseover for fairings issue that's now fixed. -
Kerman's Start @ Dessert Launch Site Something I've been working on. A Combo of my own models, OSSNTR, Tundra Space Center, and even Lack's KSC++ items. Coming Soon™