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KSP2 Release Notes
Everything posted by -ctn-
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
-ctn- replied to Nertea's topic in KSP1 Mod Releases
1.4.1.2089 to be precise. And sorry guys! It works now that I reinstalled CRP. I must have goofed it up when switching mods over. My bad. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
-ctn- replied to Nertea's topic in KSP1 Mod Releases
https://www.dropbox.com/s/en4n02vlx5pgcxf/KSP.log?dl=0 Sorry, log is right here! -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
-ctn- replied to Nertea's topic in KSP1 Mod Releases
1.4.1, Keep getting an error upon loading - says something about B9 Part Switcher throwing a fatal error and closing KSP because "SSPX Commodities" doesn't exist. -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
-ctn- replied to pizzaoverhead's topic in KSP1 Mod Releases
I haven't played KSP in probably 9 months, but I stumbled across this mod somehow today and I can see that the ability to create area/event specific playlists has been added. This is fantastic! As a freelance composer for indie games and the local film industry, I can finally finish my "KSP OST" project I've been toying with for a few years. Hoping to install this mod this weekend, test it out, and see if I can get to work on doing the proper OST that KSP deserves.- 779 replies
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I'm well aware of real-world sizes of cubesats. The scope of this mod was to replicate the look of cubesats while creating as much functionality as possible. Hence, they are hollow inside for stock rocket parts to be put in. This way you can create your own square satellite (think Dawn, Osiris-Rex) with whatever fuel, science, or batteries you needed. For those that wish they were smaller, you can use TweakScale to shrink them down. The issue with making them lifesize, or smaller, is that it ruins that functionality. You could no longer use them to build other satellites, but instead use them for a single purpose - which I don't like.
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[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
UPDATE: Version 2.1 is up on SpaceDock. Changes: -Switched all textures to .DDS. -Tweaked stats on "Nudge." -Tweaked stats on "Moore," so it is actually useable. (TWR of at least 3) -Added radially-mounted LF/O tank inspired by the Soyuz FG rocket. -
UPDATE: Version 2.2 is out, download from SpaceDock. Only thing I changed was I switched all the textures to .DDS. No more super ugly artifacts / unreadable text on the parts.
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Importing animations from Blender to Unity?
-ctn- replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
Has anyone tried this recently? When I import a model (solar panels) into Unity, the animation plays under the inspector tab. However if I leave the "Rig" type to Generic, KSP doesn't recognize an animation. If I switch the "Rig" type to Legacy, as I have before with models, the animation doesn't play at all - like it's been erased. -
Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I've tested this against 1.2.2 and everything seems to work, so if you have been waiting for a new update, no need! The current version works perfectly.
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[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I plan to update this very soon. The update will include config tweaks for the Nudge and Moore boosters, most notably the 2.5m Moore booster. I'm also working on adding a new part, we'll see how well it turns out. In the meantime, I've tested everything against 1.2.2 and it all works, but the Moore booster is a bit underpowered for now. -
Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I plan to update this very soon. The update will just include some config tweaks and hopefully I'll finally fix the blasted solar panels. Have I mentioned that I hate making solar panels?! I may also do that nosecone that I've been getting a lot of requests for. In the meantime, I've tested against 1.2.2 and everything works (besides ATV panels).
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
-ctn- replied to erendrake's topic in KSP1 Mod Releases
I had a question, but when in doubt - reboot and try again, because now it works. -
It's for 1.2. At the time that I updated it, 1.2 was not publicly released so the most current version I could list on SpaceDock was for 1.1.3. I haven't had time yet to fix that.
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You can use action groups to decouple something attached to a docking port - so you can't stage the nosecone but you can decouple it with actiongroups. The "move" tool in the VAB editor will make it sit flush- But, noted, I will make a nosecone that can jettison. The HTV is not supposed to have a command part, neither should the Cygnus. But the ATV should, I'll look into that.
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Oh, that's left in for members who don't have 1.2 installed and... Sorry, my bad - definitely a mistake. I'll fix that soon. Thanks for pointing that out!
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[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
The same way as any mod, download it from the link in the first post and install it into the GameData directory.. -
[1.1.2] Phoenix Industries MAV-Like Ascent Vehicle (v.2.1)
-ctn- replied to -ctn-'s topic in KSP1 Mod Releases
No problem, enjoy the mod and please leave any feedback you may have!