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shdwlrd

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Everything posted by shdwlrd

  1. Simple question, where do the exported maps save to on a windows setup? For some stupid reason I can't remember.
  2. Looks like Tundra Exploration has some competition. I'll have to check this out this weekend.
  3. I don't do weapons in KSP, so I have to ask. Removing or remarking the weapon modules in the configs shouldn't break anything? I've always loved the TOS ships. There is a simple elegance to them.
  4. Sometimes you'll supply a solution and never even realize it. That's the beauty of collaboration.
  5. YES!!! Thanks @linuxgurugamer and @Starwaster. My favorite probe is back crawling around again.
  6. Yes it is. The more wheels to share the weight, the better. Thank you.
  7. I do have some standard designs that I use for more routine missions like satellite placement and crew rotations and resupply. I tried to keep a TWR to no more than 1.3 and a DV of 3700. I usually use MJ for launches and 3700dv is usually enough to get to a orbit of 80-85km with fuel to spare to de-orbit the 2nd/3rd stage. I don't play career, I just do it to keep my airspace(?) clear of debris.
  8. Cool, I forgot you can rescale the wheels with KSP wheel. I haven't touched my modded game in awhile. Low height cargo planes here I come... Ok, I was thinking along the lines of the center main gear of the Boeing 747 like the image in the spoiler. So one part can be used for main gear for larger crafts. The tricycle gear lay out would be cool to see. It would make it much easier to put together a modern style gear layout for smaller crafts. If you're suggesting something like a rovemate with build in wheels, that would be cool. No more struggling to fit everything you need on it plus trying to find places to add the wheels. I wasn't suggesting that any special scaling be done for them. They just look really small, or tiny compared to the 1.25 parts you're using to demonstrate the wheel box with.
  9. A few questions about the wheels. Are you able to use tweakscale on the dual wheel? Is the box of wheels adjustable like the adjustable landing gear? Is there plans to do a 2 gear version of the box of wheels? It would be perfect to use as a wing root/gearbox for larger planes. The wheels on the box of wheels seem a little small. Are the wheels themselves adjustable?
  10. Thanks for looking into it. With your catalog of 70+ mods you manage, I can understand if this one doesn't fall under your banner.
  11. My search failed to find anything about the critter crawler when I made the request. I search today and I find stuff, go figure. It looks like it's known to be broken and synthesis checked into the custom dll for it. It was found it needs to be redone. If you still want to take a look at it. Here is the most current link for the critter crawler I was able to find. https://www.curseforge.com/kerbal/ksp-mods/bdynamics/files Thanks.
  12. Any possibility that BahaD's critter crawler could be added to this collection?
  13. I'm done. It does what I need it to do. It doesn't throw errors from MM. You don't want to understand or accept my logic, that's not my problem. (It's very obvious what my logic is and when I want the patch to load by the code.) The resource addons for the station power module work just fine. I tested them before I passed them along. I use them with my USI game without any problems. Look, just because I didn't do work for any major mods like you, doesn't mean that I don't know what I'm doing. I've been writing patches since 1.0.5 to add/alter functionality and resources to parts. If you want proof, check out what I did to the train wreck that was the dauntless. https://www.dropbox.com/s/frvz4ufewsb1tkk/dauntless_MM no booster stack.zip?dl=0 This file will only be up until tomorrow. You should have plenty of time to download it. Clear out all the other patches for the dauntless in the kso/config directory before using it. It includes all other updates that was given to me. Yes there are some problems with it. I'm going to address them once I get the gd thing to launch properly. (The reason why it's only the shuttle.)
  14. @DStaal the patch wasn't written to just add basic compatibility to the shuttles and station. The patch was written to change patched modules for shuttle and station parts. It was written to allow the possibility of using custom stats than what is proscribed by usils. So with that in mind, it has to load after the initial KSO and usils patches load.
  15. Blowfish's answer on how to patch a patched part. The LS patches was written to update an already patched version of the station parts.
  16. The latest update to module manager causes errors when :needs is used. And it's affect will be disabled at some point. Check the MM thread for details.
  17. @DiscoveryPlanet you will need to edit the kso_usi_ls patch. Remove the :for[kso] :needs[usilifesupport] and replace it with :AFTER [KSO|USILifeSupport] for all parts.
  18. If I could actually land at the KSC, I'd send something your way.
  19. Here's a video by Mark Thrimm that explains how to do SSTOs. For piloting aids I use MechJeb and Pilot Assistant. (It's not updated to 1.3.1, but it works fine.)
  20. Like the update to the Holo-Visor. What does the Academy hat look like?
  21. Oh, I think that is an RPM function, much like clicking the exterior hatch to go eva.
  22. That's unusual, did any kerbals hitch a ride up with the parts? KSP won't let you do iva without any kerbals in the part. I've haven't noticed any lag spikes with this. But again, my pc isn't the greatest in the world either.
  23. It's not dead, there are people working on it. It's just taking a very long time.
  24. It's the vessel from the movie Alien.
  25. Hence my comment about waiting to see when 1.4 is released. The 1.4 update is an Unity update. With an engine update, things can change. I doubt the part mods will be broken, but you never know. Between .90 and 1.3.1 there have been some changes required for the part models, which haven't been done with all the KSO parts. (Check out the police sedan, and rover to see one change that was never implemented. Hint: It has to do with the kerbals and colliders.) It's one thing if the configs are messed up, that's easy to correct. (Which is the current situation for KSO.) It's a complete different problem when the mu's fall too far out of date. The models may load, but they may be useless in the game. As with all DLL mods, that would be dependent on what changes Squad has to do with the APIs. But you're correct, it will take time to update them. Sucky week or two of playing without MJ, KER, or whatever mods you use.
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