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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. In CKAN, what are the KSP command-line arguments? You can find it under Settings menu - - - Updated - - - To the CKAN authors, the web site: http://ksp-ckan.org/ seems to be down.
  2. I have the cloning functionality finished and working. The following is a link to a Zip file which contains the modified DLL and a Readme file: S.A.V.E-Modified Please note, that this has only been used by myself. I suggest that you create a backup before trying to use it I would appreciate any comments on it, and if/when Neriad accepts my changes, will delete it at that time LGG
  3. If anyone is interested, I'm trying to make a fork of this until Neriad does another update. This is for myself, I'd be happy to share with anybody. I'm trying to put in a cloning functionality, which would easily clone a save into a new save. I'm also looking for some input. Assuming you are interested, would you prefer to clone a save into a new save file, or clone a current save into a new save file? LGG
  4. I've updated my patch, I found a few more small patches. Just copy the following code and paste it into a .cfg file anywhere in the Gamedata directory. Personally, I use a local custom directory (Gamedata/Local) to keep my local cfg files: //Entry level tanks redistributed @PART[KW1mtankL1]:AFTER[KWRocketry] { @TechRequired = generalRocketry } @PART[KW1mtankL2]:AFTER[KWRocketry] { @TechRequired = advRocketry } @PART[KW1mtankL4]:AFTER[KWRocketry] { @TechRequired = fuelSystems } //2.5m tanks. Smaller ones to fuelSystems, big ones into advFuelSystems @PART[KW2mtankL*]:AFTER[KWRocketry] { @TechRequired = fuelSystems } @PART[KW2mtankL4*]:AFTER[KWRocketry] { @TechRequired = advFuelSystems } @PART[KW2Sidetank]:AFTER[KWRocketry] { @TechRequired = advFuelSystems } //3m tanks. Smaller ones to largeVolumeContainment, big ones to highPerformanceFuelSystems @PART[KW3mtank*]:AFTER[KWRocketry] { @TechRequired = largeVolumeContainment } @PART[KW3Sidetank]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } @PART[KW3mtankL4*]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } //5m tanks to highPerformanceFuelSystems @PART[KW5mtank*]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } //Move RCS engines to flight control from fuel systems @PART[KWrcsQuad]:AFTER[KWRocketry] { @TechRequired = advFlightControl } @PART[KWrcsQuad*]:AFTER[KWRocketry] { @TechRequired = advFlightControl } //Take the entry level decoupler from rocketry and add it to engineering101 @PART[KW1mDecoupler]:AFTER[KWRocketry] { @TechRequired = engineering101 } //Fix bug, older node is nonexistent @PART[KWSASmodule3mHalf]:AFTER[KWRocketry] { @TechRequired = specializedControl } @PART[KWRadBattSmall*]:AFTER[KWRocketry] { @TechRequired = electrics } //New tech node to house the BIG engines @TechTree { RDNode:NEEDS[!CommunityTechTree] { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } } //Changes to engines. Heat management and price balancing - based on the config // of somnambulist from the KSP forums //Remove heat conductivity (setting it to default) @PART[KW*engine*]:AFTER[KWRocketry] { !heatConductivity = 0 } @PART[KW1mengineMaverick1D]:AFTER[KWRocketry] { @entryCost = 6500 @cost = 2250 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 220 } } @PART[KW1mengineWildCatV]:AFTER[KWRocketry] { @entryCost = 3600 @cost = 1200 @MODULE[ModuleEnginesFX] { @heatProduction = 195 } } @PART[KW1mengineVestaVR1]:AFTER[KWRocketry] { @entryCost = 1800 @cost = 590 @MODULE[ModuleEnginesFX] { @heatProduction = 90 } } @PART[KW2mengineGriffonG8D]:AFTER[KWRocketry] { @entryCost = 40000 @cost = 16500 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 255 } } @PART[KW2mengineMaverickV]:AFTER[KWRocketry] { @entryCost = 36000 @cost = 12500 @MODULE[ModuleEnginesFX] { @heatProduction = 196 } } @PART[KW2mengineSPS]:AFTER[KWRocketry] { @entryCost = 3500 @cost = 1750 @MODULE[ModuleEnginesFX] { @heatProduction = 30 } } @PART[KW2mengineVestaVR9D]:AFTER[KWRocketry] { @entryCost = 9400 @cost = 3150 @MODULE[ModuleEnginesFX] { @heatProduction = 90 } } @PART[KW3mengineGriffonXX]:AFTER[KWRocketry] { @entryCost = 140000 @cost = 48750 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 310 } } @PART[KW3mengineTitanT1]:AFTER[KWRocketry] { @entryCost = 105000 @cost = 35100 @MODULE[ModuleEnginesFX] { @heatProduction = 250 } } @PART[KW3mengineWildcatXR]:AFTER[KWRocketry] { @entryCost = 41000 @cost = 13650 @MODULE[ModuleEnginesFX] { @heatProduction = 140 } } @PART[KW5mengineGriffonC]:AFTER[KWRocketry] { @entryCost = 268000 @cost = 105000 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 375 } } @PART[KW5mengineTitanV]:AFTER[KWRocketry] { @entryCost = 170000 @cost = 56500 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 225 } } @PART[KWsrbGlobeX]:AFTER[KWRocketry] { @TechRequired = advRocketry } @PART[KWsrbGlobeX2]:AFTER[KWRocketry] { @TechRequired = heavyRocketry } @PART[KWsrbGlobeX10*]:AFTER[KWRocketry] { @MODULE[ModuleEnginesFX] { @heatProduction = 750 } @TechRequired = experimentalRocketry } //Adjust costs of the tanks @PART[KW*tank*]:AFTER[KWRocketry] { @cost *= 0.5 @cost += 100 } // Following from: Taniel0401 // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2059091&viewfull=1#post2059091 // @PART[KW3mPetalAdapter]:AFTER[KWRocketry] { @MODULE[ModuleDecouple,0] { @explosiveNodeID = topFDown } } @PART[KW3mengineWildcarXR]:AFTER[KWRocketry] { @node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3 } // Fix solid booster having thrust when limiter is zero // Following from nicogusuarez // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2039003&viewfull=1#post2039003 // Fix solids. @PART[KWsrbGlobeI] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } @PART[KWsrbGlobeV] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } @PART[KWsrbGlobeVI] { @MODULE[ModuleEnginesFX] { @minThrust = 0 } } // // Fixes for StageRecovery of KCT // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1973363&viewfull=1#post1973363 // Modifid by obsessedWithKSP: // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=1975152&viewfull=1#post1975152 @PART[KW*engine*]:AFTER[KWRocketry]:NEEDS[KerbalConstructionTime|StageRecovery] { @category = Engine } @PART[KW*tank*]:AFTER[KWRocketry]:NEEDS[KerbalConstructionTime|StageRecovery] { @category = FuelTank }
  5. Use the patch in the next post below this, I added some additional changes It consists of all the small patches that I've been able to gather from various posts in this thread. Follow the instructions in the posting. LGG
  6. You do love your wife, don't you? If not, then send her to Duna
  7. Hi Neriad, Love this, has saved my game many times. Couple of suggestions: 1. Backup the settings.cfg as listed above 2. Add a new function to clone a complete save into a new one. For example, let's say I have a game saved as "Career 1". I'd like to be able to clone it to "Career 1-1". I can do this easily by opening Windows Explorer, but it would be nice to do this inside the game. Thanks LinuxGuruGamer
  8. open a command prompt and try the following: ping kerbaltek.com It should look like: >ping kerbaltek.com Pinging kerbaltek.com [74.220.215.94] with 32 bytes of data: Reply from 74.220.215.94: bytes=32 time=68ms TTL=54 Reply from 74.220.215.94: bytes=32 time=68ms TTL=54 Reply from 74.220.215.94: bytes=32 time=68ms TTL=54 Reply from 74.220.215.94: bytes=32 time=68ms TTL=54 Ping statistics for 74.220.215.94: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 68ms, Maximum = 68ms, Average = 68ms If you can get to it via a proxy, then you have something which is blocking you.
  9. hi, I just tried this out, and (yes, I know its a work in progress), have the following comment: The Atmosphere gauge seems to be off. At 20 K, it shows no atmosphere, yet there is plenty there, even up to 30-40 K Other than that, it looks nice. I assume that it is using the IP address to determine which data to present to the web browser? This could be a problem if there are multiple people playing the game behind a NAT'd firewall. I'd suggest maybe using a uuid or some sort of id to distinguish between different data streams. LGG
  10. I could do that for you, if you like. PM me if you do, best way for me to see it. LGG
  11. Umm, you aren't punning, are you (not an exception for the Exception Detector) :-)
  12. Hi, I'm using KW with the following patch file. It has been compiled from a number of posts in this forum thread. Seems to work well. Just put it into a .cfg file somewhere (I use a custom directory for all my localized stuff), and be sure that you have the latest MM: //Entry level tanks redistributed @PART[KW1mtankL1]:AFTER[KWRocketry] { @TechRequired = generalRocketry } @PART[KW1mtankL2]:AFTER[KWRocketry] { @TechRequired = advRocketry } @PART[KW1mtankL4]:AFTER[KWRocketry] { @TechRequired = fuelSystems } //2.5m tanks. Smaller ones to fuelSystems, big ones into advFuelSystems @PART[KW2mtankL*]:AFTER[KWRocketry] { @TechRequired = fuelSystems } @PART[KW2mtankL4*]:AFTER[KWRocketry] { @TechRequired = advFuelSystems } @PART[KW2Sidetank]:AFTER[KWRocketry] { @TechRequired = advFuelSystems } //3m tanks. Smaller ones to largeVolumeContainment, big ones to highPerformanceFuelSystems @PART[KW3mtank*]:AFTER[KWRocketry] { @TechRequired = largeVolumeContainment } @PART[KW3Sidetank]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } @PART[KW3mtankL4*]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } //5m tanks to highPerformanceFuelSystems @PART[KW5mtank*]:AFTER[KWRocketry] { @TechRequired = highPerformanceFuelSystems } //Move RCS engines to flight control from fuel systems @PART[KWrcsQuad]:AFTER[KWRocketry] { @TechRequired = advFlightControl } @PART[KWrcsQuad*]:AFTER[KWRocketry] { @TechRequired = advFlightControl } //Take the entry level decoupler from rocketry and add it to engineering101 @PART[KW1mDecoupler]:AFTER[KWRocketry] { @TechRequired = engineering101 } //Fix bug, older node is nonexistent @PART[KWSASmodule3mHalf]:AFTER[KWRocketry] { @TechRequired = specializedControl } @PART[KWRadBattSmall*]:AFTER[KWRocketry] { @TechRequired = electrics } //New tech node to house the BIG engines @TechTree { RDNode:NEEDS[!CommunityTechTree] { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } } //Changes to engines. Heat management and price balancing - based on the config // of somnambulist from the KSP forums //Remove heat conductivity (setting it to default) @PART[KW*engine*]:AFTER[KWRocketry] { !heatConductivity = 0 } @PART[KW1mengineMaverick1D]:AFTER[KWRocketry] { @entryCost = 6500 @cost = 2250 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 220 } } @PART[KW1mengineWildCatV]:AFTER[KWRocketry] { @entryCost = 3600 @cost = 1200 @MODULE[ModuleEnginesFX] { @heatProduction = 195 } } @PART[KW1mengineVestaVR1]:AFTER[KWRocketry] { @entryCost = 1800 @cost = 590 @MODULE[ModuleEnginesFX] { @heatProduction = 90 } } @PART[KW2mengineGriffonG8D]:AFTER[KWRocketry] { @entryCost = 40000 @cost = 16500 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 255 } } @PART[KW2mengineMaverickV]:AFTER[KWRocketry] { @entryCost = 36000 @cost = 12500 @MODULE[ModuleEnginesFX] { @heatProduction = 196 } } @PART[KW2mengineSPS]:AFTER[KWRocketry] { @entryCost = 3500 @cost = 1750 @MODULE[ModuleEnginesFX] { @heatProduction = 30 } } @PART[KW2mengineVestaVR9D]:AFTER[KWRocketry] { @entryCost = 9400 @cost = 3150 @MODULE[ModuleEnginesFX] { @heatProduction = 90 } } @PART[KW3mengineGriffonXX]:AFTER[KWRocketry] { @entryCost = 140000 @cost = 48750 @emissiveConstant = 0.85 @MODULE[ModuleEnginesFX] { @heatProduction = 310 } } @PART[KW3mengineTitanT1]:AFTER[KWRocketry] { @entryCost = 105000 @cost = 35100 @MODULE[ModuleEnginesFX] { @heatProduction = 250 } } @PART[KW3mengineWildcatXR]:AFTER[KWRocketry] { @entryCost = 41000 @cost = 13650 @MODULE[ModuleEnginesFX] { @heatProduction = 140 } } @PART[KW5mengineGriffonC]:AFTER[KWRocketry] { @entryCost = 268000 @cost = 105000 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 375 } } @PART[KW5mengineTitanV]:AFTER[KWRocketry] { @entryCost = 170000 @cost = 56500 @TechRequired = experimentalRocketry @MODULE[ModuleEnginesFX] { @heatProduction = 225 } } @PART[KWsrbGlobeX]:AFTER[KWRocketry] { @TechRequired = advRocketry } @PART[KWsrbGlobeX2]:AFTER[KWRocketry] { @TechRequired = heavyRocketry } @PART[KWsrbGlobeX10*]:AFTER[KWRocketry] { @MODULE[ModuleEnginesFX] { @heatProduction = 750 } @TechRequired = experimentalRocketry } //Adjust costs of the tanks @PART[KW*tank*]:AFTER[KWRocketry] { @cost *= 0.5 @cost += 100 } // Following from: Taniel0401 // http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015?p=2059091&viewfull=1#post2059091 // @PART[KW3mPetalAdapter]:AFTER[KWRocketry] { @MODULE[ModuleDecouple,0] { @explosiveNodeID = topFDown } } @PART[KW3mengineWildcarXR]:AFTER[KWRocketry] { @node_stack_top2 = 0.0, 2.508, 0.0, 0.0, -1.0, 0.0, 3
  13. Well, he may have been on, but according to his profile page, there is no recent activity (unless I am doing something wrong, which is quite possible) We are talking about the user "kickasskyle"? http://forum.kerbalspaceprogram.com/members/250-Kickasskyle LGG
  14. Has anyone heard from the author of this recently? I've sent him a PM, haven't heard back and I don't see any activity on his part for a long time. Thanks
  15. So, if I install this, how does going to http://kerd.space know to display my info? I also saw the comment about running locally. What OS does it need to run on? Windows, Linux? Thanks
  16. Good point, thanks, I'll start contacting them now. Edit: I've contacted both mod authors, but the licenses in question are CC-BY-NC-SA and CC-BY-SA, so there shouldn't be any problem. I'll keep this in mind for any future parts I make. Thank you
  17. For all users of this mod: I've started creating a set of standardized fuel tanks which simply weld common parts together. As of now they simply have nose cones, and bottom domes, and both. My intention is to eventually publish this mod of welded parts for people to use. I'd be interested in any other welded parts which would make sense to make available for people to use. I'm not looking for exotic, one-offs, but rather something that people would use over and over. I use about 100 mods right now (not B9), see the following list. If you submit something which uses a mod that I don't use, I'd be happy to install it to test and support. Of course, credit will be given to all submitters. Actions Everywhere (ActsEW 1.5) Adjustable Landing Gear (AdjustableLandingGear v1.2.0) Animate Emissive Module (ModuleAnimateEmissive v1.5) Aviation Lights (AviationLights 3.7) BahamutoD Animation Modules (BDAnimationModules v0.6.2) Better Science Labs Continued (BetterScienceLabsContinued 0.1.3.0) BetterTimeWarp (BetterTimeWarp 2.0) CapCom - Mission Control On The Go (CapCom 1.1) Chatterer (Chatterer 0.9.5) Coherent Contracts (CoherentContracts 1.02) Color Coded Canisters (ColorCodedCans 1.1.1) Contract Configurator (ContractConfigurator 1.5.1) Contract Pack: Anomaly Surveyor (ContractConfigurator-AnomalySurveyor 1.2.2) Contract Pack: Kerbin Space Station (ContractConfigurator-KerbinSpaceStation 2.2) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 1.1.4) Contract Window + (ContractsWindowPlus 5.2) Control Lock (ControlLock 1.4) CraftHistory (CraftHistory 1.4.3) Crew Manifest (CrewManifest 0.6.0) Crowd Sourced Science (CrowdSourcedScience v3.0) Distant Object Enhancement (DistantObject v1.5.6) Distant Object Enhancement default config (DistantObject-default v1.5.6) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2) Docking Sounds (DockingSounds 1.2) Editor Extensions (EditorExtensions 2.12) Engine Lighting (EngineLighting 1.4.0) Enhanced Navball (EnhancedNavBall 1.3.6.0) EVA Handrails Pack Continued (EVAHandrailsPackContinued 0.2.0) EVAManager (EVAManager 6) Ferram Aerospace Research (FerramAerospaceResearch 1:v0.15.3.1) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 2.3.0) Filter Extensions - Plugin (FilterExtensions 2.3.0) Final Frontier (FinalFrontier 0.8.6-1370) Firespitter Core (FirespitterCore v7.1.4) Firespitter Resources config (FirespitterResourcesConfig v7.1.4) Fuel Tanks Plus (FuelTanksPlus 0.11.2) Fusebox (Fusebox 1.50) Graphic Memory Monitor (GCMonitor 1.2.6) HyperEdit (HyperEdit 1.4.1) Infernal Robotics Model Rework - Core Pack (IR-Model-Rework-Core v01b) Infernal Robotics Model Rework - Expansion Pack (IR-Model-Rework-Expansion v01b) JebediahKerman42's Procedural Parts Textures a.k.a. FreedomTex (FreedomTex 1.5) Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0) Kerbal Attachment System (KAS 0.5.2) Kerbal Engineer Redux (KerbalEngineerRedux 1.0.17.0) Kerbal Foundries Wheels and Repulsors ALPHA (KerbalFoundries Beta_1.8g) Kerbal Inventory System (KIS 1.1.5) Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4) KerboKatz - SmallUtilities - AutoBalancingLandingLeg (KerboKatzSmallUtilities-AutoBalancingLandingLeg 1.0.0) KerboKatz - SmallUtilities - DisableTempGagues (KerboKatzSmallUtilities-DisableTempGagues 1.0.0) KerboKatzUtilities (KerboKatzUtilities 1.2.10) Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.3.0) kOS: Scriptable Autopilot System (kOS 0.17.3) KSP AVC (KSP-AVC 1.1.5.0) KW Rocketry (KWRocketry 2.7) Landing Height Display (LandingHeight 1.4) Magic Smoke Industries Infernal Robotics (InfernalRobotics v0.21.2) MechJeb 2 (MechJeb2 2.5.2) MechJeb and Engineer for all! (MechJebForAll 1.2.0.0) MechJeb Modules for FAR (MechJebFARExt 1.0.0) Modular Fuel Tanks (ModularFuelTanks 5.5.2) Modular Rocket Systems - Parts Pack (ModularRocketSystem 1.7.2) ModularFlightIntegrator (ModularFlightIntegrator 1.0.repackaged0) Module Manager (ModuleManager 2.6.6) ModuleRCSFX (ModuleRCSFX v4.1) Navball Docking Alignment Indicator (NavballDockingIndicator 7) NavHud (NavHud 1.2.1) NovaPunch (NovaPunch 2.09) PlanetShine (PlanetShine 0.2.3.1) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.3.1) Procedural Fairings (ProceduralFairings v3.15) Procedural Parts (ProceduralParts v1.1.6) QuickSearch (QuickSearch v1.13) Radial Engine Mounts by PanaTee Parts International (RadialEngineMountsPPI v0.40) RasterPropMonitor (RasterPropMonitor v0.21.0) RasterPropMonitor Core (RasterPropMonitor-Core v0.21.0) RCS Build Aid (RCSBuildAid 0.7.2) RealChute Parachute Systems (RealChute 1.3.2.3) RemoteTech (RemoteTech 1.6.7) S.A.V.E (SAVE 1.0.1-672) SafeChute (SafeChute v1.7.1) SCANsat (SCANsat v14.0) ScienceAlert (ScienceAlert 1.8.8) Ship Manifest (ShipManifest 4.4.1.0) Smart Parts (SmartParts 1.6.6) SmartStage (SmartStage v2.6.2) Spacetux Shared Assets (SpacetuxSA 0.3.6) SpaceY Heavy Lifters Parts Pack (SpaceY-Lifters 0.17.5) StageRecovery (StageRecovery 1.5.6) Stock Bug Fix Modules (StockBugFixModules v1.0.4a.1) Stock Clamshell Fairings (StockClamshellFairings 1.0) Stockalike parts for useful esthetics (TurboNisuReloaded 2015-05-06) Strip Symmetry (StripSymmetry v1.6) Surface Lights (surfacelights 1.0) TAC Fuel Balancer (TacFuelBalancer v2.5.1) ToadicusTools (ToadicusTools 15) Toolbar (Toolbar 1.7.9) Trajectories (Trajectories v1.3.0a) TweakableEverything (TweakableEverything 1.12) TweakScale - Rescale Everything! (TweakScale v2.2.1) Vertical Velocity Controller (TWR1 1.21) Waypoint Manager (WaypointManager 2.3.4) Zero Point Inline Fairings (ZeroPointInlineFairings 1.0.1)
  18. I'm developing a number of welded parts which I eventually would like to publish. These parts are welding parts from a few different mods together. Is it safe to assume that if a cfg file references textures and/or models which don't exist, that they just won't be available? Will this cause any problems in the game? Thanks in advance
  19. Is this because of this explanation you gave?: [COLOR=#333333]That is depending on the module, not on unity, the animation module now is like a 1:1 definition of what to do and where; but with welded parts you have a 1:x problem, and that is in case of animation mostly module based(Game or mod) [/COLOR] Are lights considered an animation?
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