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KSP2 Release Notes
Everything posted by SheepDog2142
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Will be testing this out soon on and off the MP server.
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A Farewell to the KSP2 Modding Community
SheepDog2142 replied to ShadowDev's topic in KSP2 Mod Discussions
Thats great to hear! Do you have a link to that discord? -
[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
SheepDog2142 replied to zapsnh's topic in KSP1 Mod Development
That is Awesome! The more you can make the UI like KSP 2 the better.- 152 replies
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This is recommended for the Vulkan IVAs but it throws tones of errors. Haven't dug into them just yet but will when I have time.
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[WIP] Old school NASA-style Probe Control Room IVA
SheepDog2142 replied to kurgut's topic in KSP1 Mod Development
Did Vulkan ever get in touch with you to add his stuff in? He has some amazing IVAS would love to see them implemented. -
Was this using the above Science only version that Twinki posted or a different one?
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Where was it?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
SheepDog2142 replied to Gameslinx's topic in KSP1 Mod Releases
As stated above its the ASET iva. However if you want more and MK2 versions that are amazing Warbirds makes amazing ones as well.- 3,157 replies
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Would love to see it.
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Re-creating KSP2's dynamic music in KSP1
SheepDog2142 replied to RileyHef's topic in KSP1 Mods Discussions
Love this idea. Between this and a real UI port with all the beeps and boops not just Z theme and we would really have something. -
Community Fixes [v0.16.0 for KSP2 v0.2.2]
SheepDog2142 replied to munix's topic in KSP2 Mod Releases
Yes, but the latest patch seems to have broken the mod/fixes. Unfortunately, instead of doubling down and using this setback as a platform to build our own better version of KSP2 on a more optimized and modern KSP base game than the first one, everyone has just given up. Imagine the possibilities if we channeled our frustration into creating a stronger, more vibrant community effort, rather than abandoning ship." -
Absolutely! The news about Intercept Games is disheartening, no doubt. But here's why you should keep going with your modding efforts: Think about the incredible impact your mods have had on the KSP2 community. Your work has brought joy, innovation, and new gameplay to countless players. When the official development faces setbacks, it's the community and passionate modders like you who keep the game alive and evolving. By continuing to mod, you're not just maintaining the game; you're enhancing it, ensuring that the spirit of creativity and exploration thrives despite any corporate hiccups. Your contributions can inspire others, keep the community engaged, and even attract new players who see what a dedicated fanbase can achieve. Remember, the heart of any game isn't just the developers—it's the community that surrounds it. Your work matters more now than ever. Keep modding, keep inspiring, and let's keep the dream of KSP2 alive together.
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I am probably doing something incorrect but when I throw this in my game Its not working. Science is still instant and I am not getting the additional buttons on the side to track science ands stuff. Do I need more than just the game data folder? -------------------------------------------------------------- Edit: I did some more testing on a stock game with nothing but your mod and the default kerbalism dependency mods of module manager and community resource kit. Results: In game: Nothing does not show up anywhere. Its like its not activated at all. Log: Seems to not be able to load anything for science including stock. [LOG 09:43:48.741] Deleting root node in file KerbalismConfig/System/ScienceRework/Tweakables/StockExperiments node: @KERBALISM_EXPERIMENT_VALUES:NEEDS[FeatureScience] as it can't satisfy its NEEDS [LOG 09:43:48.741] Deleting root node in file KerbalismConfig/System/ScienceRework/Tweakables/StockGroups-Atmospheric node: @KERBALISM_GROUP_SETTINGS:NEEDS[FeatureScience] as it can't satisfy its NEEDS [LOG 09:43:48.741] Deleting root node in file Kerb
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A Farewell to the KSP2 Modding Community
SheepDog2142 replied to ShadowDev's topic in KSP2 Mod Discussions
Way to go! You really stuck it to the suits who shut down KSP2... oh wait, they probably didn't even notice. All you've done is hurt the fellow fans who love KSP2 and want to keep playing. Instead of making a point, you're just cutting off your nose to spite your face, hurting the community more than anyone else. Imagine if instead, we channeled that frustration into something productive, like supporting modders or creating content that keeps the spirit of KSP2 alive. That way, we'd be building up the community rather than tearing it down. Then we would really have something. -
Dont tease me
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Wish this atleast made it to have a career and colonies. Then atleast it would have some legs for replay ability since instead of building up the game the modding community decided to gave up on it.
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The problem with it throwing the error in the loading screen is it will prevent the MM chance from being made and that will slow down future load times by sometimes up to 5 minutes. So ideally you don't want any errors.
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[WIP] Boring Crew Services - Stockalike Starliner Mod
SheepDog2142 replied to DylanSemrau's topic in KSP1 Mod Development
This mods abandoned just like the the IRL one is going to be at this rate.- 497 replies
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