eygc
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Everything posted by eygc
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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
eygc replied to lo-fi's topic in KSP1 Mod Development
...but there is no log. -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
eygc replied to lo-fi's topic in KSP1 Mod Development
Hi, I'm running ActiveTextureManagement basic and it hangs at RepulsorSurface\RepulsorSurfaceDiffuse. As in, no log, the program freezes. Any ideas? -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
eygc replied to riocrokite's topic in KSP1 Mod Releases
Oh wow. Is this even real life? Easy way to move USI modules? Great job! -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
eygc replied to riocrokite's topic in KSP1 Mod Releases
Wow, part overload! Finally some rover body possibilities! Thank you very much for these. -
One of my favorite mods, great pieces to play with! I have two requests, though: 1) Could you (or someone) make a guide on how to assemble various historical pieces and their purpose? 2) Could you please include the date of the latest update in the title of the thread? It would make it a lot easier to keep track of what mods I need to update. Thanks for all the work!
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- totm march 2020
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
eygc replied to DasPenguin85's topic in KSP1 Mod Releases
It's a totally gibberish and butchered sentence. I believe he tried to write "The nodes just don't get as small as you need them to be. To get them to work (like that), even if you could, more than likely there's going to be a gap from the RCS to the box. They just won't look right." -
I have a ginormous mod folder. I was previously on 1.12 as I hadn't checked in a while. That worked without problems.
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Welp, after I updated to the latest version it stopped working. I literally see zero items in the lists. All the filters are still there, but the parts just don't show up. How do I start troubleshooting this?
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Great compilation mod! Just wanted to say that there are some inconsistencies. There are a few clone parts with only minor differences between them and for example the small monoprop tank has 300 fuel compared to the large one with the radiator which has 100:
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Wow, I hadn't played KSP in a month or two and now I realize I can't actually play the game without this plugin. Finding parts is just too difficult without an automatic, easy to use catalog system. Why did Squad have to break this again? Please continue the development of this mod!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eygc replied to Ven's topic in KSP1 Mod Development
Fantastic stuff. May I suggest antennas next? And new ones too, different kinds, if that is in your scope at all! -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
eygc replied to KasperVld's topic in KSP1 Discussion
I guess updates are nice, but I don't think the dev team is prioritizing correctly. There's still no native Load on Demand support and 64bit is still... broken. The base game without mods is pretty boring. One can only load so many mods into the 32bit client. Someone made a LoD mod, but it has a few bugs and hasn't been updated in forever. This should become a priority for Squad in my opinion. KSC upgrades are nice but not really in high demand or very useful. -
Hello guys, is it possible to manipulate wheels with KAS? Storing, attaching etc. I searched extensively but found nothing.
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
eygc replied to bsquiklehausen's topic in KSP1 Mod Releases
Can you make a service module pack (cover, dock, fuel, engine) with a heatshield that has an inflatable ring built in?- 786 replies
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Hey Chris, would it be possible to have two switches for internal lights? I mean one for the general lighting, and one to backlight all the switches and other stuff. I love that part in the ALCOR, gives more mood when I can have floodlights on in space to see what I am doing on the outside, and then just the instruments backlit on the inside.
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Idea: how about giving the door 2-3 hinges, so that it folds into the smaller side right underneath, out of the way?
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That's nice! How about a life support truss? Electricity, monoprop, maybe space for some life support resources?
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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
eygc replied to lo-fi's topic in KSP1 Mod Development
Could it be possible to add a quick tutorial to the main post on what the adjustable values do for these parts? Thanks. -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
eygc replied to sumghai's topic in KSP1 Mod Releases
Question: is this really necessary? Any chance for an optimization pass? You could drastically cut down on the size of these textures, just isolate one panel then repeat it across the surface area of your model where you want it. Really like the parts otherwise. -
Here's an idea: if KSP supports it, you could use one of the community .dlls to have your trusses come with part variants (see B9 for an example). Then, you might be able to control the visibility of the fuel lines with a texture, set to invisible with alpha channels, instead of needing custom models for non-fuel parts. Part idea: command pod is nice, how about an observation cupola? I've used the trusses as floodlights, think stadium floodlights. It would also cut down on your work if you had a couple of "tank" designs with part variants with different textures and MFT support. Thanks for the mod!
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parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
eygc replied to RoverDude's topic in KSP1 Mod Releases
Uhhh so how do I use the fans? They get no intake. Am I missing some part? -
I can't get all the HOME parts to load. Has this happened to anyone else?