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Denko666

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Everything posted by Denko666

  1. I don't think there is any. It certainly isn't listed on Spacedock
  2. T.G.O.L. Engines can be found here Nevermind them being listed as for KSP1.1.2... they don't use custom plugins so they are more or less version independant. And i can vouch they work just as before even in KSP 1.2
  3. The develocitizer is non functional at the moment. It used to serve a purpose with the previous warpdrive module. But since we now use @RoverDude's it has become unnecessary.
  4. Personally Somtaaw, i think you just explained why it is actually you who were wrong to react the way you did. KSP mods are not commercial products and this is not a customer support forum. the short and simple phrase 'this mod is not on CKAN' holds no emotion whatsoever, it is merely a piece of useful information put in a clear, concise and not to misunderstand way. Any additional emotions is what the reader puts into it.
  5. i'll tackle those as they present itself... so far its all smooth.
  6. Or.... Download the sourcecode and compile it for 1.2 myself.... Which is what i did.
  7. That's not a bad idea... Maybe it is time to start a new thread given the new minor release of KSP...
  8. Regolith?... I haven't heard that name since.... .KSP 0.25? I take it you have been away for some time?
  9. Kerbalstuff doesn't exist anymore. It's been replaces by Spacedock. And before you ask: the OP's owner has abandoned the mod. And so it is not up to date. I have taken over maintenance of this mod for the time being. You can find my post a couple of pages back. On Spacedock.info you will find the IXS Warpship mod for KSP 1.1.3. i also have posted a tentative build for the KSP 1.2 pre-release. A couple posts back. Quick reminder: this mod needs USI Warpdrive Standalone and Community Resource Pack to work.
  10. So we should just wait beta testing our own mods until you release MM ? i understand your motivation, but i'm not exactly thrilled with it.
  11. Just to check: @RoverDude you will be updating this mod to 1.2 i hope?
  12. You first power up the Tokamak reactor, that is located in the main hull, be sure to have an engineer in there. Then you power up the Portable Hadron Collider, you can find that one in the Support Ring. Lastly, you can power up the Warp drive, in the Warp drive ring. There is a reference .craft file in the 'example craft' directory that comes with the mod, copy that to your ships/SPH folder to have it added to the available stock craft. In the example craft the first ring is the warp drive, the rear ring is the Portable Hadron Collider. the main hull sits in between and has the solar panels on it (which it needs to feed the Tokamak its initial Electric Charge). Also, take a look at the diagram a few posts back.
  13. Did you power up the reactor and portable hadron collider first? Make sure to have LqdHe3 and Deuterium available in your craft.
  14. And you are absolutly right. I Just didn't find them because i was looking for T.G.O.L. or VTOL. I'll update my post
  15. I Finally got my Mono environment setup for KSP again after my previous laptop chose to vaporize its chipsets. And so: here you can download a tentative build of the IXS Warpship compiled against the current 1.2 pre-release version of KSP. Fair warning: the warpdrive will not be functional yet, as it needs @RoverDude's Warpdrive Standalone mod, of which to my knowledge there is no 1.2pre version yet. Also the Community Resource Pack has no 1.2 release to date, but the version for KSP1.1.3 seems to work just fine. Changes: - changed r in rigidbody to R... (you do not want to know how long it took to figure out that was all there needed to be changed to have the dll compile! >( ) - Updated the Communotron to the new communication network's syntax, as before it inherits its specifications from the 88-88 - Updated Sensorpod and Sciencepod to use the new syntax. - added an example build of the IXS Warpship, i hope that this may take away some of the confusion beginners with this mod have when building the ship. No upload to Spacedock/CKAN until the final release of KSP 1.2!
  16. Reinstalled the mods, and now its all there. I'm not sure, but i suspect i may have used the pre-1.2 mods on the KSP1.1.3 install... I can't remember, but i can't rule it out either. so /slap me...
  17. no i was playing in sandbox too. very odd. ill throw out the entire wbi folder and download everything again. and same for ose workshop.
  18. Logfile: https://www.dropbox.com/s/2csgglh6lpqf154/KSP.log?dl=0 Should Pathfinder 1.2.2-PRE and MCM 2.1.0 work on KSP 1.1.3?
  19. For my VTOLs i tend to use these engines
  20. Angel: i'm running KSP 1.1.3 DStaal: i have at least 7.4k available volume in one part single part i i'm not mistaken. I'll check next time i go in. The 3 buckboards, Hacienda, Casa, Ponderosa, Old Faithful,... do show up. Just not the 2 latest parts.
  21. The Sombrero and Telegraph seem to be missing in OSE Workshop? Known issue or should they be in there?
  22. I'm not sure if i completely understand your question Pheenix99, to which rings are you referring, the IXS Warp drive and support ring, or the Space Docks? Personally, i never launch the IXS from the ground, i always construct in orbit. The largest spacedock included in the mod will accommodate the IXS amply. The EPL code for the Spacedocks however has been removed a while back. Instead i tend to use Keridian Dynamics mod to supplement EPL. It has a very nice orbital launchpad that fits perfectly onto the spacedocks, + it has some very nice pads for on the surface as well (and it has alternatives for the ugly ugly blue parts of EPL ). To get the Spacedock in orbit, you can either first build a smaller construction station, build it there then tow the spacedock into place (look at this orbital tug for a good vessel for doing that). Or, the alternative is to launch the spacedock with this monstrosity: Nexus II booster stage I hope i managed to tell you what you wanted to know and give you a bit of inspiration along the way?
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