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Everything posted by Nils277
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[1.12.x] Near Future Technologies (September 6)
Nils277 replied to Nertea's topic in KSP1 Mod Releases
@Nertea Thank you for the wonderful updates! While playing around with NFE i noticed that the german localizations from the PRs from @Three_Pounds have not yet been added to the NF mods. Are there any problems with the PRs that prevent them from being used? If yes i would gladly help to bring them up to date and provide the necessary fixes/additions if you like. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Update to 1.6.3 Changelog: Download: -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
I think for KPBS the problem is that the Tags themselves are not directly written into the config but are part pointing to a localized string. I will have to add these tags to the EL localized strings directly Hmm, i just wanted to reply that the greenhouse is the same length as e.g. Habitat MK1 + Control (or big fueltank + small fueltank) but it seems that is is rather the lengt of the Habitat MK1 + Modular 2X Storage. (How on earth did that happen? I was really sure that i made the length to be some more compatible with the other leghts) Will add a structural part with switchable lengths. Very nice. Now i have to change my Location...since i don't have so search anymore -
@taniwha @LatiMacciato will make the needed changes to restore support for EL. The values for Smelter/Workshop used in KPBS are just scaled values from the EL parts. So once i figured out what scaling factor i used it should be easy to adapt to the changes. @taniwha i saw that you mentioned that renaming the moduls from Ex[...] to EL[...] breaks old saves. If i remember correctly it should be possible to use the Save Upgrade System from KSP to change/update the module names when loading an older save. Or am i completely mistaken? Edit: Oh, heh, seems the configs for the Smelter and Workshop changed from resource nodes to Recipes. This indeed makes an adjustment way more easy
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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
@LatiMacciato thanks for the information and the changes needed. I indeed did not know that the configs for Extraplanetary Launchpads changed. Will incorporate the changes in the next update. You mentioned that the recipies changed. You mean the resources needed? -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
I had a quick look at your problem.You are using the latest version of KSP (1.4.2) right? If this is the case you should remove TextureReplacerReplaced and Windowshine (the windows are changed by Windowshine but Windowshine uses TRR). Both mods are not yet updated for KPS 1.4.2 but are for KSP 1.3.+. Which means that all shaders they provide are not functional in KSP 1.4.+, which causes the purple windows. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@ForgiLaGeord you are right seems i either messes something up in one of the last updates or TRR changed some shader names. Will take care of that for the next update. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
If you have put the file with the .zip ending into GameData it won't work. You have to put the folder called 'KerbetrotterLtd' that is inside the .zip folder into the GameData folder -
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
Nils277 replied to JPLRepo's topic in KSP1 Mod Releases
@JPLRepo @UnanimousCoward This bug becomes visible as soon as the IVA overlay is activated (tested with vanilla KSP). I already created an issue in the bug tracker for this here: https://bugs.kerbalspaceprogram.com/issues/18031. As this mod uses the stock overlay to work it is only logical that this bug appears here too. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@Fonz will have to try that out too. This has not been asked for ages. You know that the new corridors that replaced the old ones change their visual appearance according to where other parts are attached to them? The corridors are just all-in-one now, including the elbow and the T-Shape. Or is there something wrong/not working with these parts? -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
For all graphics enthusiasts, KPBS will be undergoing an art overhaul. Here is a sneak peek of whatyou can expect for the IVAs: Before: After: However the complete overhaul will take a lot of time...at least 2 months. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Yep, you find it, the Algae Farm produces Fertilizer. Sorry for the late reply This sounds like the Nuclear Reactor is still getting too hot to function, so you'd need more radiators. What other mods do you have installed? Maybe one of them changes something. -
@i_like_kerbals yeah i might be a bit over-cautious when it comes to security. Many of my collegues do research of the security in IoT, Industry 5.0 and the the like. And they talk a lot about what security flaws there are, and how (often) they are used already. This might make a bit sensitive to that topic
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Thanks, will be included in the next update aaand there it is: Update to 1.2.4 ~Ten Four~ Changelog: Download: -
Switcher Mods: how many do we really need?
Nils277 replied to Wolf Baginski's topic in KSP1 Mods Discussions
I agree that the multitude of switching mods can be frustrating/confusing. The reason that there are so many mods to switch something (mesh, texture, resources) is that the mods author had something in mind that was not possible with one of the other switching mods. E.g. activating particle effects when a resource is dumped or triggering other mechanics for other parts of the same mod, or to add a mechanic for fuel to evaporate over time and so on. Combining all of these seems to be a quite complicated task. The stock switching module seems to be quite capable and flexible. It however does not support fuel switching which would have to be added by a mod. The problem can be pretty much explained with this: Source: https://xkcd.com/927/ For existing mods it would be difficult to swich to a completely new switching method wihout breaking old saves and stay consistent with them. Additionally especially for resources when you e.g. have MKS you have a LOT of resources to switch between i somehow doubt that so many possibilies would work well with the current way the switching is done for the parts. Edit: It also seems that the stock switching module is only available in the editor. So it would indeed have to be modded to also allow switching in flight. I somehow doubt this would work very well, especially when nodes are moved. -
@i_like_kerbals although the there are not a lot of targets for KSP modding it can be still be profitable to make a "bad" mod, especially if someone just wants to make a joke and break someones game or even worse, like @sstabeler said. It does not need a lot of effort to do that. I just tried it out and it is indeed possible for a KSP plugin to read, write and change files outside of the KSP directory (e.g. in your documents folder) downloading a file to a hidden place and replacing one of the shortcuts on the desktop or elsewhere to run the downladed program is a trivial task. Or send your private data e.g. from your pictures folder to someone. Thats why it is important that every mod with a plugin should also reveal its source code.
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His ears must be ringing right now
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Hmm, i don't really know what plug docked mean. Seems the be a newer feature of KAS. Judging from the name 'plug docked' might mean that they are connected and form a single vessel after connecting. Undocked would mean that the separate from each other and are unique vessels again. Would have to look that up when i get home from work in ~9 hours. Unless someone more qualified can answer that.
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This represents the link you can create from one connector port to another one. E.g. you can connect two crafts with this. It points towards the Kerbal when you activate it in the first port and disppears when you select the port to connect to. See it like a fireman holding a hose. The hose is green when you can connect to another port and red otherwise (e.g. when you are too far away from the first port)
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Looking at the mod i can at least say that it is harmless (for us). It adds a structural panel with the texures of a mouse (rat?) from a childres book/tv series. Problematic is that it redistributes to stock model of the structural panel and just replaces the texture with a (most probaly also copyrighted) image of the mouse/rat. Same applies to the second mod of the author for Kopernicus adding planets with the textures of characters from the the series. Additionally the mods do not have any kind of license. I think @VITAS should delete it from spacedock as it definitely infriges the copyrights of squad (the copied part) and whoever has the copyright for the Geronimo Stilton series. It also infriges the mod posting rules. Ps: I really have the feeling that this mod is intended to be some kind of lame joke.
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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
Wrote you a PM The parts folder should be 100% compatible with 1.3.1. There were no changes i can remember. What changes for the parts do you want to also have for KSP 1.3.1? Most (all?) changes for the parts were fixes that were added from 1.4.0 onward. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@Electrocutor Will increate the specular of the windows a bit. Still i won't set it to 100% because this seems to remove the specular light reflection. Changing the specular map resolution to e.g. 256 or 512 does significantly improve the reflection. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Nils277 replied to Nils277's topic in KSP1 Mod Releases
@diegojsrw @Sebra will think about adding optional ports to the top and bottom of the docking module. @Sebra the artifacts are already known. They appear when IVA overlay active on every part with specular highlighting; also on the stock parts. It depends on the intensity of specular lights. I already made a bug report in the tracker two weeks go for KSP 1.4.1. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Nils277 replied to Nils277's topic in KSP1 Mod Releases
Will add one in one of the next versions. Yeah, have to add the in KSPedia. Thanks for the reminder Thanks! There are currently 2 persons actively working on it at the moment (+1 for corrections). I should remove it from the languages still needed. I can add you to the chat if you want, but i think this just makes the coordination more difficult.