Th3Cap3
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About me
Rocketeer
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Good Afternoon mod geniuses! I had a thought today about a mod that I think would be awesome if possible (I may be crazy). I've noticed a number of people on reddit and with friends of mine that they sometimes want to install mods and play with them but also have a stock save/career. As it stands right now, if you load up that stock save once you have mods installed, all those mods will be applied to the save that was stock. So I thought, what if there was a plugin or a mod that would pop up and ask you which mods you wanted to play with when you start a new game? It could be a check the box type list that lists all the detected mods in the game data folder, but would allow you to select the ones you wanted to show up in the game, so if you didn't want to play with mods, just uncheck all of them and go on your way. I am not sure what all would be involved, I'm a noob when it comes to programming (otherwise I would attempt to make this plugin myself...I wouldn't even know where to begin), but I thought I would put it up for the great mod minds in these forums :-) Thanks for your time!
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Stimpy's Campaign Mode Budget Rules
Th3Cap3 replied to Lord_Stimpy's topic in KSP1 Challenges & Mission ideas
I am sure Stimpy will reply soon, from what I understand is you can have one of the achievements a flight and only once, the only achievements you can get more then once is the landing one and the keo-sync orbit one, but the landing one only applies to powered landings (no parachutes). I know Stimpy is going to be working on updating the rules since Squad released .17 and I am currently working on building an external Java application to help keep track of the campaign mode stuff easier...which is coming along slowly, it seems I forgot a lot of what I learned....lol, go figure. -
I got it :-) And now that I am out of the hospital from further injuries sustained while mountain biking, I have grabbed the Java dev stuff and I will start working on a standalone app. I am not a Java guru or even proficient :-) But I like a challenge, it will basically just keep you from having to calculate all this stuff by hand and hopefully save it to a file so you can have multiple "campaigns". I will post something up when I get a working program that I am somewhat satisfied with :-) @Nova - That sounds like it could be interesting, maybe I can learn how those would affect/removed the need for the program, I wonder how they will do the campaign mode once it's supported in game, should be interesting :-)
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Th3Cap3 replied to cybutek's topic in KSP1 Mod Releases
I believe you are right, but that plugin hasn't been updated in a while. I would like to see costs for the rockets as well until we get a proper campaign mode. Besides, I like the model and the information available in this plugin much better :-) -
I was going to try my hand at building a Java app for it, I sent a message to Lord_Stimpy to see wat he thinks about it. I am still recovering from surgery so t will take a bit to get working, but I am hoping I goes smoothly.
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I forgot to mention, if you want to email me, [email protected] is my email addy.
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Hey Stimpy, I wanted to ask you if I could try and build a stand alone KSP campaign Java app using your rules. It will take me some time since I am recovering from surgery still and don't have use of my right arm, I am also new to Java programming, but I like a challenge. I just wanted to work with you since you are the creator of the rules. I look forward to your future videos and your reply, hope you have a good day!
Th3Cap3
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Stimpy's Campaign Mode Budget Rules
Th3Cap3 replied to Lord_Stimpy's topic in KSP1 Challenges & Mission ideas
Hey Stimpy, love your KSP videos, I will be sending you a PM shortly with a question for you. Also, I hope we get more solar panels for version 16. Keep up the awesome work, it's helping me with my recovery from surgery :-) -
[Blender] Modelling and Physics Tips and Tricks
Th3Cap3 replied to Tosh's topic in KSP1 Modelling and Texturing Discussion
I have found a few keyboard shortcuts in blender to be very handy. A = Select or Deselect all (Faces, vertices, or edges depending on selection mode) S = scale E = Extrude G = Grab (like you are going to move whatever it is you have selected) When you are using E, S, or G, pressing Z, X, or Y will limit your movement/extruding/scaling to that axis which I have found to be quite helpful :-) Also, if you are adding detail on your model and you want it to be mirrored on the other 3 sides, you can select the faces for everything you wish to mirror, go to your modifers tab (the one with the blue wrench icon on the right hand pane) and select the Mirror Modifier. Once you have that, you can check the options to mirror both the x and y, then switch to object mode and apply it, you will then be able to mod each of those areas differently if you wish :-) -
How did you get those support tubes? I have been trying to figure that out for a while now and haven\'t been able to put my finger on it just yet. Of course, it didn\'t help that I had to format my PC this weekend :-(
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Thanks for making this tutorial Ben, it gave me the basics to start failing on my own :-P Looking forward to some more advanced tutorials in the future. A tip to some of you, something I learned in my course of failing, the part won\'t load properly in partlab if you don\'t have your attach points close to being right (as in, inside the model). This may or may not be entirely true, but it has happened to me, and then the part would load properly once I moved the connection points farther out.
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Thank you, my part was pretty close, the one I just modeled and then deleted because it wouldn\'t work properly :-P It would have been a nice model too :-( had 118k polygons or so. For some reason it kept applying the texture to the collision mesh so it looked like a big cylinder with some whacked out texture LOL.