DaniDE
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KSP2 Release Notes
Posts posted by DaniDE
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18 hours ago, taniwha said:
I have released version 5.3.0 of Extraplanetary Launchpads.
Changes from 5.2.95:
- Updated for KSP 1.1
- Plug some NRE holes.
- Remove 64-bit windows lock.
- Contract titles fixed (thanks to suicidejunkie).
- Recipe log spam cleaned up.
- Materials on the workbench cleaned up.
- Dump use of KSPAPIExtensions.
- EL version moved to the bottom of the build info window.
- Editor vessel update event handling optimized.
Thank you so much, love your work
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Thank you hab136 :-)
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Hi RaendyLeBeau - Thank you for updating your capsule hatches colliders to Unity 5 ones - it's much appreciated!
Those Lander parts also look very promising and I am looking forward to set them on fire soon
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Hello Beale, did you see this thread?
Do your hatches have a box collider set for 1.1? I love your parts and now Im scared I could not use the pods for EVAs when 1.1 is released
Oh and if that poll is still relevant, the EM-001 on the far right appeals most to me, followed by the yellow spherical looking one
Thank you for all your work, its much appreciated!
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Hehe - Ok, it works that way around, that makes more sense. Where do I sign?
Joking aside - thanks, helpful little mod!
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I would be afraid that the heatshield hits an innocent kivilian bystander
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On 3.4.2016 at 5:21 PM, RaendyLeBeau said:8 hours ago, RaendyLeBeau said:
hi probus, I made a few tests. did not detect a fault. only situation is when the door (airlock / hatch) is already occupied by another kerbal. - Then the door (airlock -hatch) is blocked (see picture nr.14+15) . Of course also the hatch can blocked otherwise with another construction block or part.. but as I said I've done a few tests. could not fault notice all kerbals come out and back in from EVA
Scuzi signore LeBeau,
I also had it happen to me, that I could send a Kerbal out on an EVA but he was not able to get back in. There was neither an option displayed to grab nor to board at the crew hatch. The capsule I used was LBSI Kappa NK-V Leia Serie SX ( 4-crew pod ).
This happens using the current 1.1 pre-release 64bit Windows version of KSP. Maybe you get a chance to investigate further with this information.
Thanks & greetings,
Dani
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Thanks for the update, I just realized how I absolutely cannot live without this anymore when 1.1 PR came out
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Whatever happens in the future, just keep CKAN optional please.
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24 minutes ago, SirDargon said:
I will be adding some global options that you will be able to set to not ask you all the time. Options for ScienceHardDrives and other IScienceContaiers (along with some bug fixes) will be the focus of my next alpha release.
Awesome! I Iike the way this is going, gonna set it up to run silent in the background doing its job, making you a coffee at the same time while you erratically steer your science ship through a gas giant
Thanks
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Great to see you back at modding, I am still using your science containers mod up to today and will now explore this new mod. Does this allow me to configure e.g. "collect one-time experiments" = true by default (or generally set it to auto-collect by default) ?
I was always annoyed by having to activate things manually for each flight in the context menu
Thanks
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Ahh, great stuff, will get that now :D
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Hi :D
Thank you for this great mod !
Would it be possible to add the function toggle to collect "All Data / Rerunnable" from the mod "Science-Containers-v-08-2" ([URL]http://forum.kerbalspaceprogram.com/threads/90678-0-90-Science-Containers-v-08-2[/URL]) to this?
Can you also add the possibility to use the laboratory modules "clean experiment" function via action group?
Thanks in advance if this is possible :) -
I feel a bit bad, I have been using your texture pack without ever thanking you, so: Thanks for this, I like it alot :)
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Oh come on. Sometimes you need the BFE series that just violently gets the job done
Joking aside, NecroBones, I love this addition to your already awesome mods, and I particularly enjoy the darker blueish color range of these new parts! Thank you so much
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So... I know its like the elephant in the room that no one mentions, but someone has to bluntly ask. When will you release the 25m parts that allow us to launch entire space stations in one big explo... eh, launch?
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My great insane expedition to Ernus and back!
Ah, KSP Pr0nz
9/10 - I have to retract one point because you did not forget the parachutes at the end. Otherwise, splendid job
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Hi Necrobones a minor thing: Your tweakscale cfg has a double entry in line 374 for the PART[sYadapter4-3] Entry which is already defined in line 302 (nothing big, just throws an error in the log)
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I missed two xenon powered ion engines. That mod is huge
Here is the fixed cfg: Dropbox
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Hi Pellinor, updated the Near Future config file for you:
-Fixed all NF Propulsion stack and radial fuel tank entries, added missing ones
-Fixed the MX-L Reactor entry
-Added MX-2 Reactor entry
-Added 0.625m VASIMR
-Added IX 8219 ION After Thruster
-Added LF-9 'Colossus' Magnetoplasmadynamic Engine
-Added KX-XK 'Repulsor' Pulsed Inductive Thruster
-Added the three NF Spacecraft orbital engines (LV-T95, LV-T95-8, LV-T18)
-Added NF Spacecraft service fuel tanks
-Added NF Spacecraft shielded landing leg
Here is the CFG: Dropbox
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I know this is probably super unhelpful feedback for you, but I was using the latest dev version for a while now and I have not noticed anything that was throwing off my KSP experience. I scaled engines too and everything seemed fine.
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Well that was quick. Yeah, especially SpaceY has gotten so enormous that it needs its own category IMHO. Thanks, I´ll put those in my configs
Edit: Actually, including SpaceY category was really enough. Thank you Necrobones for providing icons earlier in the thread
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Hi there, has anyone done ready-to-use filter configs for Necrobones awesome mods, namely SpaceY Heavy Lifters and Fuel Tanks Plus ? And maybe (I know, I know, I´m hoping too much probably here) a config to add a cargo/service bay category so you dont have to browse the full aero categories? (Or maybe call it "shielding" or "protection" and put fairings, heat shields and the aforementioned cargo/service bays in there?)
If so, please share or just pm me if you want it to be super secret and exclusive
Many thanks
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
in KSP1 Mod Releases
Posted · Edited by DaniDE
Hello, could you include an option to have it active persistently so you dont have to activate it on every launch? Basically like For Science Continued did it?
Thanks for the great add-on!