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Everything posted by Nils277
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Make these two female Kerbals stock
Nils277 replied to a topic in KSP1 Suggestions & Development Discussion
I'm also on the side that adding more female Kerbals to the game would not hurt anyone but will increase identification with the game for some of us. It is not about forcing a political/whatever mindset on the other player but to allow others to become more immersed into the game. E.g. letting one choose the veterans at start does not force any kind of "*ism" but simply gives more options. I'm quite sure that many of the ideas, e.g. letting the user select three our four Kerbals as veterans at the start of a save instead of having the same four every time can be done with mods. There are already several mods out there which allow changing characteristics of the Kerbals.- 75 replies
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There was a mod that added humans to KSP (or rather one specific human)....the scott manley head pack I still have nightmares from that...
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So that are 'just' chains of multiple torodial rings?
- 637 replies
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What do you mean by "Surface Update"? Do you mean that they should make the surfaces of the planets better?
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@FrancoisH Maybe HullcamVDSContinued from @linuxgurugamer? At least there are multiple uses of "mtShader" in the code.
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How did you get rope physics into KSP?
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It is indeed possible and not that hard to change the mass of parts. It is already done by various fuel switching mods (but for other reasons). You simply have to write a PartModule which implements the IPartMassModifier interface. This interface allows to change the dry mass of parts. It has these two functions. Taken from: https://kerbalspaceprogram.com/api/interface_i_part_mass_modifier.html An example could look something like this: class ModuleMassEffectPart : PartModule, IPartMassModifier { private float modifier = 0.0f; //Public method the change the mass of a part (e.g. from a "Mass Drive"/"Eezo Core" //Set the e.g. -0.9 the reduce the dry mass of the part by 90% public void setMassModifier(float modifier) { this.modifier = modifier; } //Return the modifier of the mass public float GetModuleMass(float defaultMass, ModifierStagingSituation sit) { return defaultMass*modifier; } //Set when the mass can change (which can by anytime so CONSTANTLY) public ModifierChangeWhen GetModuleMassChangeWhen() { return ModifierChangeWhen.CONSTANTLY; } } All you'd have to do then is to add this module to all parts via Modulemanager and write another PartModule (e.g. the ModuleMassEffectCore) to activate/deactivate the Mass Effect by calling the setMassModifier function from each ModuleMassEffectPart from each part in the vessel. This can even be enhanced to scale the EC needed to reduce the vessels mass with the overall mass of the vessel. However this does only change the dry mass of the parts, meaning that any mass from fuel still remains the same as before. You might have to also take the mass of the fuel into consideration in the GetModuleMass function
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
I don't know what could cause that. Often such lag is caused by a massive spam of error messages in the log. Can you upload the KSP.log file from KSPs main directory after you went into the Editor and added the greenhouse? -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Yes, there are some changes Deactivated Eye_Adaptation because it does not work with -force-glcore Bloom Threshold = 1.2 Dirt_Intensity = 3 Vignette Intensity to 0.15 and added Ambient Occlusion: Ambient_Occlusion { Ambient_Only = false Downsampling = false Force_Forward_Compatibility = false High_Precision = false Intensity = 1 Radius = 0.15 Sample_Count = 2 } -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
FUR + KS3P + Textures Unlimted = Some really impressive screenshots -
Sounds like a fun idea, however to be useful there is a need for a few other things. Motorcycles and Bikes stay stable when driving though the gyroscopic effect. This is not simulated in KSPs physics. Additionally the wheels are infinitesimal thin (for the physics calculation) making the bike even more unstable. This would have to be taken care of. Or simply use reaction wheels en masse for that You'd also need some control to lean the bikes to the sides when steering, otherwise you will most likely miss the turn
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Squad already announced an update to KSP 1.4.3 for this week: It is also stated that it inclused enhancements for the Legs and Wheels
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@Apollo13 I think i found the reason for your problem. It seems that the cache files from ModuleManager are there but KSP did not load the ModuleManager.dll. I think it is either missing or not accessible for KSP -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Wow, okay that is weird. I will take again a look at my logs to see if there are differences between our logs. Have you tried to remove and reinstall KPBS? One thing to try out maybe would be to install my FUR mod (or any other mod you know that adds parts when a specific mod is installed) and see if the parts for USI-LS and KIS (or other mods) are available, or if they are missing too -
Works very well for me. You get some really good screenshots: Especially in conjunction with Textures Unlimited Btw. Ambient Occlusion works very well too! (you can see it at the wheels)
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
You mean because those parts are missing? Or is the functionality from KAS and USI-LS missing? I have looked through the log files you send and there are absolutely no indications why those three parts cannot be loaded. No error message that a model cannot be loaded or similar. I just saw that Janitors Closet is throwing a lot of exception errors and many parts from Universal Storage cannot be loaded/cloned. What about the other parts that are added with support for USI-LS? Are e.g. the Fertilizer Container still available? Or the USI recycler part? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Do you still have the parts that are part of KAS and USI-LS? Maybe deleting the Cache files from ModuleManager might help. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Oh, cool. Good to know. Will look if the values are good. What does suddenly mean? They disappear without any changes of mods (updates, installed, removed)? A quick view in the log shows that both needed mods are there. Will take a look, when i get the time. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
I still have to add it -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Will do my very best -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Next time please be so kind (and respecful) to start reading at least the OP of each thread before posting something that unnecessary. Not after making numerus of those posts. Very good point! Will leave them the way they are. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Ah, thanks! Still does not justify why @Catatau_27 did not even have 1 Minute time to read the OP or a few posts above to see that there are already two additional mirrors to download the mod from. Same goes for the NF mods where there are also three mirrors but the same question was asked. This is ...infuriating me. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
I have no idea what you want to say. The link does not exist. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
This is done on purpose to prevent some issues when Life Support Mods are installed (especially TAC-LS). Once there is less than 95% the fuelcell from KPBS will run normaly. It is made so that the fuelcell has a lower priority than the converter for the life support mods. However i can change the config in a way that the maximal capacity for the fuelcell is at 95% when an LS mod is installed and at 100% otherwise. Are you serious? Every update post as well as the OP link to three different services to download this mod from! Additionally Spacedock is online again (not even 15 Minutes after you posted). You wrote the very same post in threads of at least three other mods. I really would suggest to have some more patience! -
[1.12.x] Near Future Technologies (September 6)
Nils277 replied to Nertea's topic in KSP1 Mod Releases
@Nertea thanks for the info. In the "Addon Localization Home" thread it sounded like the translation was ready to release. Will try to contact him and see what happens (he has not been online since mid January). Will take care of the translations if he does not respond within a week.