Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,928
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Love the mod, really brings back memories. my only complaint is that it is too OP for a career game. so, has anyone made any MM configs which tone down the power of the parts (specifically the engines) for a stock game? I am currently streaming a GPP game on Sunday evenings, I would love to be able to use this.
  2. The popup window at start is a good idea. I'd have to look at FMRS, but please put that on it's thread and ping me in it
  3. I apparently have the wrong version of kopernicus installed. Will copying the correct version over suffice? Also, right now my career is still only on Gael, do I need to bother with this right now? If not, then at what point will I need to worry about?
  4. Reviving some old but good mods here. (missing intro image here) SpaceTux Industries is happy to announce that it has acquired the assets of a number of defunct manufacturers. This eclectic collection consists of the following: PorkWorks LV-RTG "KANDL" SKALOU.v2 Radioisotope Rocket LV-Nx "LANTRN" Atomic Engine CCGC-7.2 "Lightbulb" Atomic Engine Wrap-Around Radiator (3.75m) Wrap-Around Radiator (2.5m) Wrap-Around Radiator (1.25m) LV-Tx "Torch" Skalou-v5 Atomic Turbojet Bahamuto Dynamics MK2 Lightning Cockpit Clockwork Industries CW-AT40 5-Degree FuelTank (1.25m) CW-AT64 15 Degree FuelTank (1.25m) CW-AT512 15 Degree FuelTank (2.5m) OX-C100 Oxidizer Tank CW-RAI-003 AirRam & Compressor Intake MK3 NAU Aerospace KAL9000 IASA Farscape Hetch Drive Engine Farscape Engine Farscape Fuselage Farscape Landing Gear (by Nasai, left, right, & nose) Farscape Wings (left and right) C7 Aerospace Division Mk2 KIS Container 4000L Mk2 KIS Container 8000L Zaltonic Electronics Mk2 Battery (two variants) Mk2 Solar Battery 1k Mk2 Solar Battery 2k STEADLER Engineering Corps Mk2 Stack Decoupler Mk2 Advanced Reaction Wheel Module O.M.B. Demolition Enterprises Mk2 Stack Separator Nucleonics Ltd (from @Kommitz) FTmN Atomic Rockets FTmN-40 FTmN-160 FTmN-280 LtBY 18K FTmN Atomic Rockets Improved BL-40n FTmN-80 FTmN-180 FTmN-400 LVN Clusters LV-2N LV-4N R&S Capsuledyne Taurus Orbital Engine Taurus Nuclear Engine SAS & Battery Taurus HitchHiker Taurus Science Bay Taurus HCV Orgami Foldable Assets NAU ORI69GM antenna NAU ORI350GM antenna Has RemoteTech configs for both of these Availability Download: https://spacedock.info/mod/1507/Recycled Parts Source: https://github.com/linuxgurugamer/RecycledParts License: See below, each of the included mods is covered by it's individual license This is a revivial of the following mods, with the licenses each are covered by and a link to the original threads: Atomic Age - CC-BY-NC-SA 4.0 https://forum.kerbalspaceprogram.com/index.php?/topic/94519-105-atomic-age-nuclear-propulsion-red-hot-radiators/ Lightning Cockpit - CC-BY-NC-SA 3.0 https://forum.kerbalspaceprogram.com/index.php?/topic/87259-mk2-lightning-cockpit-for-b9-aerospace-v13-far-drag-fixed/ Clockwork Industries - GPLv3 https://forum.kerbalspaceprogram.com/index.php?/topic/96792-090-clockworks-spare-parts-v100-15th-jan-2015/ KAL9000 - GPLv2 https://forum.kerbalspaceprogram.com/index.php?/topic/88687-104-kal9000-a-ã¢â‚¬å“stick-it-where-you-like-itã¢â‚¬â-command-unit-now-with-kas/ Farscape - ARR, permission granted to re-release https://forum.kerbalspaceprogram.com/index.php?/topic/121858-farscape-module-104/ Mk2 Containers - CC-BY-NC 4.0 (no forum link found) Mk2 Essentials - MIT https://forum.kerbalspaceprogram.com/index.php?/topic/89875-104-m Mk2 Solar Batteries - MIT (no forum link found) FTmN Atomic Rockets (thanks to @Kommitz for permission to change the license) (https://forum.kerbalspaceprogram.com/index.php?/topic/24259-20112014025-ftmn-atomic-rockets/) Two versions, old and new LV-2N & LV-4N Nuclear Engine Clusters (thanks to @Kommitz for permission to change the license) (https://forum.kerbalspaceprogram.com/index.php?/topic/99202-20052015-lv-2n-lv-4n-nuclear-engine-clusters/#post1723988) Taurus HCV - 3.75 m CSM System (https://forum.kerbalspaceprogram.com/index.php?/topic/67992-121-taurus-hcv-375-m-csm-system-v153-july-1-2014/&) Each of these mods is a folder inside the SpaceTuxIndustries/RecycledParts folder. They are standalone, meaning that each can be removed without any impact to any of the other mods There are a few ships packaged along with the mod,these are in the Ships/SPH folder To install, copy the GameData AND Ships folders into the main KSP folder. The files in the GameData should be merged with the current GameData folder, and the files in the Ships folder will be merged with the files in the stock Ships folder Regarding CKAN, there will be an overall RecycledPart entry which will install everything, and then there will be individual entries for each of them, so you will be able to install each by itself without all the others Dependencies Mk2 Lightning Cockpit B9 Aerospace Props Farscape KSPWheels PatchManager Atomic Age CommunityTechTree (recommended) ModuleManager Taurus HCV Either BahaSP or Deployable Engines (from @Nertea) Known Issues none Future Plans Any parts mod that I adopt in the future will most likely be added to this collection. When I do, the OP title will be updated as well as the new data added to the OP. Regarding any of the parts in these mods, please let me know if you have any issues with them Special Note regarding the Farscape Mod This mod is highly OP, especially with the hetch drive installed. I've toned down the rocket engine to make it more stock-alike, in that it's isp is mostly inline with stock. So you can use it as a reentry rescue vehicle. If you install the optional patch, the rocket becomes hugely efficient, to the point that you can go interplanetary with it and return. Always fly in atmosphere with SAS on!!!! I am aware of the odd behaviour when climbing the outside of the ship. If someone would like to take a look, I'd be happy to accept an updated model. But it doesn't affect the craft itself. ================================================================================== Acknowledgements I am extremely grateful to the following people who provided invaluable assistance in updating some of the parts: Forum user @Skalou Skalou redid the models for the Atomic Age engines, to fix both the gimboling AND the nozzel on the end of the Nuclear Jet engine. I don't know what he did, but it works now. He also added some new emissions to the jet @Skalou did it again for me with the Quadpoodle engine, it's now working properly Forum user @theonegalen Theonegalen looked at one of the IVAs to assure me that it was working well, and pointed out a dependency which I was not aware of Forum user @Shadowmage Shadowmage redid the wheels for the Farscape mod Forum user @Mecripp for converting a number of images to DDS format If I missed anyone, please let me know and I'll get this updated ASAP
  5. You are correct, adn I just missed it, thanks. I'll get it updated soon
  6. I mentioned this possibility earlier: Did you toggle the option to take the screenshot with the UI showing? That way it will still take the screenshots, but won't hide the UI while doing it. See the following picture to see the screenshot options circled in yellow: Anyway, to avoid this in the future, I've changed the default to be false instead of true, with a tooltip explaining about the flickering I wonder if I should put up a screen message occasionally warning about it?
  7. Nope, nothing hidden. For whatever reason, that is hard-coded in the code
  8. Sorry, I'm not providing support for this. I only recompiled it for @westamastaflash until he had time to get to it.
  9. Actually, in space in a vacuum, the gas would dissipate so quickly you wouldn't see it unless an entire tank was emptying out, aka Apollo 13
  10. Is the OP up-to-date in the descriptions and bugs/issues?
  11. New release, 1.1.6: Added a check to see if the vessel speed is >10 m/s, if so, no emissions. This includes being in Orbit Added an alwaysOn flag which can be toggled in the editor. If enabled, vapor will always be on at speeds <= 10 m/s New release addresses the problem. No way to have vapors in orbit at this time, so it's disabled for speeds >10m/s
  12. A picture or a better description would be nice, I don't have time to test every single "try this" post in the forums.
  13. Far left field, I'm sorry to say. It's not a config change it's a code change. You could try recompiling for 1.2.2, unfortunately I don't have any time to do it right now. Sorry
  14. FYI, in the next release of this, there will be a patch installable via PatchManager to install this patch.
  15. I've put this into the Enhancement list for the next release, thank.
  16. Oh, I didn't realize you had bloc numbers already. I would suggest that you use something like: <<launchNumber>> and <<blocNumber>> or [launchNumber] & [blocNumber] Internally you should use the format string, but maybe have an easy mode where there are a few standard format strings to select from.
  17. Look at the settings page, you shouldn't need to change a config. Not that common, really depends on the settings.
  18. Did you do that in a MM patch or a direct edit? If a MM patch, could you send it to me please?
×
×
  • Create New...