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Everything posted by renoplane
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Just wondering, is the surface texture for Minmus supposed to look like this with KSPRC? Because while it looks amazing from orbit, it looks a bit stretched out close up. Edit: Restarted KSP and Minmus is back to usual Mint Chip.
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- renaissance compilation
- visual enhancements
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I'm having this exact same problem! It worked for me when uptating to 1.1.2 though, so I'm not sure what's up with it.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
Awesome, I will check that out.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
@nightingale, is it possible to specify somewhere that an user created agency should not be used to generate stock contracts? It's no big deal, I was just curious because the github wiki does not say anything about it and I've never noticed a stock contract use an agency from a contract pack before. Thanks- 5,206 replies
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[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
renoplane replied to Volwen's topic in KSP1 Mod Releases
Well, last I heard @dcompart was doing some contracts of his own. I've been messing around with these types of contracts too, in fact I might need early testers soon if you are interested. -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
Well, maybe some large drills for collecting core samples in shallow-ish water. A net for collecting aquatic life, sort of like this. A crane for an ROV or Roverdude's Otter submersibles would also be great. I really appreciate you reviving and improving this already awesome pack, I hope it is going well so far. -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
You could base it off of the yacht parts, and give it very good laboratory capabilities. Also, maybe maritime science experiments? -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
Why don't you use the same ballast resources USI uses? That way the parts could be somewhat interchangeable and it would simplify things for people with both mods. Well, I don't think you should get involved with the BDArmory part. NAS and other addons cover the role perfectly. However, those other mini-packs sound pretty cool! -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
What do you mean, having a physical space for storing things,or somehow making it work like a hangar storing craft? If the latter, does that mean using extraplanetary launchpads or a similiar mod? However you might go about doing this, I like where you are going. It would probably be good to put that near the low priority end of the list, though. -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
Yes, that was sort of what I was thinking. You could have the resources toggle-able, and have different resource presets like Roverdude's amazing USI containers. I don't think you can have toggleable KIS inventory, though, so it might be better to have all or some of the parts include KIS inventory by default. -
Maritime Pack & Submarine Pack 2.0 Dev Page
renoplane replied to BT Industries's topic in KSP1 Mod Development
@BT Industries Making them tweakscalable sounds like a great idea, would it be possible to have a different texture for each size? It would be really cool to have a different color palette for each increment so a little ship and a big ship wouldn't look exactly the same. I don't know if tweakscale would allow this, though so I wouldn't be suprised if it wasn't implementable. -
Yay! Glad to hear something "came out of it", I'm sure the wait will be worth it. @Eskandare Your idea sounds really cool too!
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
renoplane replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD Is there something you can change in the craft file of a SAM emplacement so a contract can spawn it in with a pre-existing radar link? I've tried the linkedVesselID field, but it doesn't seem to do anything. -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
renoplane replied to Volwen's topic in KSP1 Mod Releases
Wow, that's a beast of a a card compared to my Radeon R9 270. Have you figured out how to spawn a vessel with a pre-existing radar link? I'm working on a contract where you destroy a radar tower to leave a nearby base defenseless, but the linkedVesselID field does not seem to do anything, even with radars pre-activated. -
[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
renoplane replied to Volwen's topic in KSP1 Mod Releases
Hey dcompart, you might want to check out the documentation for Contract Configurator. It's really extensive, and it helped me learn to create contracts. I totally share your feelings about needing more BDArmory missions, so I've been working on creating my own set of contracts like Volwen's pack. It's really not that hard, feel free to pm me if you have any questions about making military contracts. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
@nightingale- Well, I seem to have fixed it. I did some testing, and found the contract making problems. I still don't know exactly what caused it, but I fixed some syntax errors in that contract and it worked fine after that. Everything has been going well since, thanks for your help!- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
Thanks, I've edited it now.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
Here you go. Sorry, guy. This forum has had to block Mediafire links. Please a different file hosting service.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
renoplane replied to nightingale's topic in KSP1 Mod Releases
Hey nightingale, I've been having a really strange bug with Contract Configurator and it would be great if you could take a look at it. Thanks, renoplane- 5,206 replies
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[1.0.4] Kerbin on Fire Military Contract Pack [v0.1] [07-27-15]
renoplane replied to Volwen's topic in KSP1 Mod Releases
Hey Volwen, if you are considering expanding this mod it would be cool to maybe have a few missions using this and this. It would make for quite a challenge!