![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Dakota2063
Members-
Posts
149 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dakota2063
-
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dakota2063 replied to Nils277's topic in KSP1 Mod Development
Could I request a sort of concrete styled base plate that can be attached to a planets surface but is larger and sturdier then the current Concrete base plate in KIS. I love using you mod in ocnjunction with KIS, and love building the base in parts at the project sight, but I either have to stick it to a normal concrete block, or the modded parts (.cfg bashes) explode or just up and vanish with the base and all Kerbals inside. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Dakota2063 replied to KospY's topic in KSP1 Mod Releases
I am currently trying to set a up a flatter, larger base part that would serve as the same functionality of the Concrete base. So far I have encountered two major problems. If I copy and edit a 1.25m probe core part, making it almost identical to the concrete base in the way the it's .cfg is set up (except the model part and attachment node locations are from the probe) it either just ups and vanishes when the internal part name is "foundationStackSmall" taking with it everything attached. This happens in time warp or when changing scenes. or if I change the part name to "kis_concreteBase1flat" it stops vanishing, but now explodes when I time warp. And presumably when when I change scenes. can some one help me figure out what I'm doing wrong, or what is going wrong. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Dakota2063 replied to Lack's topic in KSP1 Mod Releases
Nice. Now all that needs to be fixed is the two cannons. BD armory updated the way they do turrets, and so all old turrets need to rebuilt. -
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Dakota2063 replied to Lack's topic in KSP1 Mod Releases
As far as the 2x1 drop ramp legs goes, it's a known issue that is hard to figure out why it doesn't work. Firstly, if it's the first part, it can be placed and selected, but doesn't really work, but once a root part is placed, you can not select it, copy it, or do anything with it. Secondly, Lack is on vacation for a short while, and even then is fairly busy with other things. Thus this mod is in part maintained by the fans of this mod. Lack will eventually get around to working on many of these parts, but there is no time frame to give you when this will be done. finally, I do agree that there is certainly a large lack of videos incorporating these parts. As far as your issue using these parts, what are you try to do with the cargo holds, that is causing problems, and which parts in particular are you struggling with. Screen shots would also be nice. Also keep in mind that if you aren't using tweekscale, you will not get the larger parts, so going through and deleting the tweekscale MM files, especially the size disabler might give you larger parts to build with. The tug, as far as I'm aware of, is a stand alone part that has built in RCS and a universal docking port. Just attach it to any docking port and away it goes. (not sure if it isn't broken, as I have never actually used one, But I do love the looks and concept of them. I might need to make more use of them.) -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Dakota2063 replied to KospY's topic in KSP1 Mod Releases
I too am having trouble trying to attach a connector port to my ship. It will go red and won't allow an attach. I can drop it just fine, but it won't attach to any vessel. -
Which one looks nicer; new Mk1 cockpit or old one
Dakota2063 replied to Falkenherz's topic in KSP1 Discussion
Honestly, if it weren't for the Hatch on the side, I wouldn't mind as much, as the over all shape isn't that different, the the feel of the cockpit is so completely different that it was rather shocking. I think most people who want to keep the older style would love a new retuxture to make it more similar to the Mk1 inline cockpit. I think it's the over all feel that people want to preserve. as far as this whole, let a mod make a replacement for the lost cockpit, it's a rather fallacious argument. The new one is so different from the old, and it replaces instead of improves the on the old one (It's not even using the old IVA model), that loosing the old one is going to drastically change many existing ships (aesthetically and functionally with hatch placement.) that it does warrant the thought of including both. Besides why should a mod bring back a part that had existed and doesn't quite exist in spiritual form in the later updates? It's not like the old Mk3 to new Mk3, as both were clearly designed to be space shuttle cockpits (but the latter one is a proper spiritual successor) -
I don't want to over load you, as you are very busy, and this is such an excellent mod, but with the likely hood of the current Mk1 pod being replaced, can you make a new MK1 cockpit. with a better overall visual while retaining the over all feel of "fighter/X-15" look. Maybe even have the nose cone replaced with a 0.625m attachment point so that one can attach a avionics nose cone. Something in the style you have would really be great. Also, I'm looking forward the using that Apache Helicopter in use of my starfighters.
-
Which one looks nicer; new Mk1 cockpit or old one
Dakota2063 replied to Falkenherz's topic in KSP1 Discussion
I like the Mk1 as it currently is, and while I love the new part, I can't help but feel it doesn't adequately replace the aesthetics of the old part. It's too different, in both form and function (Looks wise). I also could have sworn that there was mention of them not replace the old mk-1 cockpit but bringing it into line with the new aesthetics. If I'm wrong, then It will be sad. Though honestly I wouldn't mind loosing it if they gave as a version of it where you can put the 0.625m avionics nose cone on the front and had an expanded, more domed shaped canopy like the inline Mk-1 currently has. -
Come hear about KSP 1.1, straight from Squad!
Dakota2063 replied to Streetwind's topic in KSP1 Discussion
I'm glad that there was mention that the old Mk-1 cockpit is not being replaced (And hoping from the wording that it's being updated.) And I love the new jet parts. But I also have to agree with what others have said. It would be nice to get an overhaul of existing rocket parts to fit a more uniformed style, as well as expansion in some needed areas. One area I don't see a lot of people asking for, but I think is essential is an expansion of Space station and base parts. I would like something that looks more station and less rocket ship for building out those areas of the game. I do hope that they are in the works for later versions. -
Just wanted to pop in and say that I am also an Eagle scout. managed to get all the paper work done by my 18th birthday.
-
KSP 1.0.4 Problem: While playing in career mode, I can not create maneuver nodes, even when I have fully upgraded the tracking station and have patched conics. This problem has not shown up during my sandbox modes. Mods Installed: 000 Toolbar Adjustable Landing gear Ambient Light Adjustment AoA tech Asteroid Day B9_Aerospace (Only the lights) BahaSP BD Armory Community Resource Pack EVAEnhancements FireSpitter (Plugin and a few cockpits) Interstellar fuel switch jfJohny 5 KAS Kerbal Dynamics Kerbal Founderies KIS KKP KlockHeed martin Gimbal Korda LLL LLL-Extra MechJEb 2 Mk2 Expansion ParameciumKid Planetary Bases INc Qunatum Struts continued Quiztech Aerospace SXT Talon Industries (My personal part bashes/ .cfg parts from other parts) Texture Rplacer UmbrSpace INdustries VGN Waypoint Manager WildBlue INdustries Workshop Module manager BUilt a craft with the JFJohny 5 cockpit designed to get to orbit and fly past the mun. Get into space, but can not get the create manuever node menu to come up when clicking on flight path. Even when in orbit or transferring to the mun. Same happens when I use only stock parts for my rocket.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
This mod is awesome. I have been having fun making small starfighters (can fit inside a 3.5m radius), with all of the radar and gear needed to detect the enemy. I honestly can't wait to see what new weapon systems you add in the future. I'm hoping for something a bit more sci-fi looking. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
Okay, so the Abrams Tank turret and the Millinium turret don't shoot through the ship, so far it's only the Air Born laser that does. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
I've noticed a strange bug, where turrets will now shoot through the ship if they are on the opposite side side of where the reticule is pointed. It seemed like they didn't use to. So far, they haven't damaged my vessel by doing so, but it does make it harder to use multiple weapons. SO far, I've only really noticed this with the Air born lasers. -
LLL - Lack Luster Labs - Development Thread
Dakota2063 replied to Lack's topic in KSP1 Mod Development
Hey lack, I know you are busy, and won't get around to working on the LLL mod for at least a month, but when you get a chance, could you look into reworking the two turrets you have, as BD Armory has had a major update that has made all previous turrets unusable. I really love using your turrets and would fix them up myself if I could, but they need to be rebuilt in unity to the new standards. Thanks, and have fun on your trip. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
My guess would be soon, other then that, there has been no stated date yet. It is going to be such a great update. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dakota2063 replied to Nils277's topic in KSP1 Mod Development
I think SkyHook might be referring to some form of KIS style concrete base or a part that can be attached directly to the ground to build up from. This is also something I want. Though right now, I'm using a 1.25m inline probe core as a concrete base substitute with higher strength and slimmer profile. (made a new part with a simple .cfg file rewrite.) Would also like to see what new occupuable buildings we might get next. Add more variety to my bases. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dakota2063 replied to Nils277's topic in KSP1 Mod Development
You shouldn't have to rename the files. Where are you placing them? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dakota2063 replied to Nils277's topic in KSP1 Mod Development
That might be it. I believe I have it set to high, though I have to check. It might also be that the part in question isn't set up properly, and I'm having trouble to get it to work proper. edited* Okay, so my terrain setting is default, but I do have Kerbal Joint Reinforcement mod installed. Not sure if that effects it. I'm also currently testing out different configurations for a ground attachment piece. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Dakota2063 replied to Nils277's topic in KSP1 Mod Development
I've tried it. It can't hold a lot of weight and sticks up way to much. I did make a radial attachment part that has the same properties, but all objects start below the surface and has to be rotated up, and while my minmus base is fine, my mun base keeps exploding when I land a new rocket near it. But not when I fly the base itself. I plan on making a different part to do the same thing and see if that solves my problem, but it would be nice to get an official one designed for these parts themselves. Also, I'm attaching the parts directly to the "pylon" with the use of large KIS containers and an engineer. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Dakota2063 replied to KospY's topic in KSP1 Mod Releases
Would it be possible to make a much flatter and wider version of the concrete block to attach 1.25m and 2.5m part to on the ground and make it look flush? I've edited the stock radial attachment point to do this, but so far some of my bases explode when I go to land a ship at the base to unload more parts to build up a base? Having something that feels more like a foundation to build off of would be great. Also, would it be possible to add a pod (or man able device) that would allow for greater reach and lift capabilities while inside with out having to edit the config file for the Kerbals themselves? This would go a long way in making in-situation base building more accommodating. Thanks, and I love this mod. Really made my game far more enjoyable building on my desired destinations instead of hefting around ugly and unweidly base parts to land like rockets.