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Everything posted by LEGIONBOSS
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[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
LEGIONBOSS replied to IgorZ's topic in KSP1 Mod Releases
I mean the complete functionality of EVS disappears. Neither the ALT key, nor the O or the F7 does anything, as if the mod just uninstalled itself (the files in GameData are still in place meanwhile). And it happens randomly when I switch to another vessel, and stays off from that point on. BTW, how do I generate a KSP.log file that contains in-game data for you? The issue doesn't crash the game so I'm getting no output log from it. Thanks! -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
LEGIONBOSS replied to IgorZ's topic in KSP1 Mod Releases
Hi! For some reason, EVS in my game randomly disables itself, and only reinstalling the mod brings it back again. Any idea how it happened? My KSP.log is here if it's any help. -
Hi! Apparently the "match heading" function makes the other vessel I'm controlling remotely not to change it's heading to mine in a smooth fashion, but in small jumps like if it was lagging. According to videos, it should be a smooth movement, so something must be wrong. I've tried a few things like disabling the SAS on the other vessel or making sure it has the capability to change it's heading (more reaction wheels, rcs) but nothing worked. Any ideas? I don't have anything else installed with any kind of remote control function (Burn together, MechJeb). Thanks!
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Hi! If anyone is interested, I've made a ton of changes to the ex-Habitat Pack parts to fit my gameplay. All inside an elegant .cfg file for Module Manager to process. Some of it could be useful for later patches even (like changing the Base Mount landing leg's category to "Ground", where it belongs). Cheers!
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Hi! If anyone (besides me) wanted to add this EL Launchpad functionality to every docking part in the game (even those added by mods), here is my solution: @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[ModuleCommand],!MODULE[ExLaunchPad]]:FOR[SimpleConstruction] { MODULE { name = ExLaunchPad SpawnHeightOffset = 0.2 } } The !MODULE[ModuleCommand] part is optional, I just didn't want to have this option on modded command pods that have a docking node on them. Cheers!
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Hello everyone! Inspired by the XenonISRU mod, made by @Xyphos, I've decided to make a simple CFG file that adds the ability to make Xenon Gas, Solid Fuel and Ablator to all ISRU units in the game. The config file just steals the Monoprop making MODULE, and copies it a few times. In theory, it works with mods too (I've tested it with the Stockalike Mining Extension mod made by @SuicidalInsanity). Implementing other resources (Community Resource Pack) is a possibility for the future. License-wise, you are all free to do anything with it. Download here!
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Hi! I have found a minor bug in the latest (v1.8.0) version of Snacks. Just a quick fix in the snackTin500.cfg, but worth pointing out. The max amount is 500 units, but when I split the resources to Snacks and Soll, it still contanins 500 of each (instead of 250 - 250). By the way, if I happen to make a simple desktop calculator for planning missions (I know about the xlsx but don't like it) in my boredom, am I allowed to post a download link here? Thanks, and keep up the good work!
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Just one more question and I'll vanish: You guys ever considered a 0.625m sized snacks tin? It would fit well into cargo bays and at the tip of the Mk1 pod, and with an amount of 50 or 75 snacks inside (my maths says the exact amount is 62.72727273 using the tweakscale method) it would double the mission length at the very least. Not sure if anyone else had this idea before, since I haven't found anyone to mention it, but it could be seizable. Awesome work BTW, lot's of likes here!
- 935 replies
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[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
LEGIONBOSS replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi! Not sure if someone else have mentioned it already, but I have an idea for some future update. An option to add the chosen EVA fuel type to non command crewed parts (like the Hitchhiker) in the options menu would complement the other option for command modules well. Don't mean to lengthen any to-do lists, just brainstorming. Have a nice day! -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
LEGIONBOSS replied to ObiVanDamme's topic in KSP1 Mod Releases
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
LEGIONBOSS replied to ObiVanDamme's topic in KSP1 Mod Releases
Same for me, only the Material Extractor shows up when I use the "Filter by resource" option with Dirt. The rest I cannot find (but the part files look okay) -
Hi! Would it be a possible option in the next version to add the selected fuel to non command crewed parts in the options menu aswell? Or we are meant to remember to bring some in a container?
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It appears that CKAN doesn't know that the new folder layer (WildBlueIndustries) exists.
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Hello there! I would like to mention that the option for an EVA-ing Kerbal to refill the amount of snacks on his / her person from any part that contains at least one would be a reasonable idea. Thx, cheers!
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
LEGIONBOSS replied to tgruetzm's topic in KSP1 Mod Releases
Hello there! I would like to mention that the option for an EVA-ing Kerbal to refill the amount of snacks on his / her person from any part that contains at least one would be a reasonable idea. Thx, cheers! -
Hello people I've noticed that the supplies grown in the farms are only updated when you switch to the ship. So it is possible to starve to death in a vessel that has enough food growing capabilies for the crew if you don't switch to the vessel for 15 days Is there any kind of fix for this? Because it breakes the reason to even use the Nom-O Matics, since their production is only accounted for in 0 warp and when you check on the ship. Any ideas are welcome
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Sup everyone. I've grown tired of estimating and calculating the amount of stuff for my dear kerbals not to die, so I've made a nice little program in Java. If you insert the given values (like how many supplies, fertilizer, Nom-O-Matics does your ship have) and press calculate, it'll tell you the amount of days this config gives your crew. The reason I've made this thing is because the "stock" calculation doesn't take the Nom-O-Matics into consideration. The calculation is not perfect of course, but for me it's accurate enough. U can download the thing here. If anyone needs the source code, just ask away!
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Awesome stuff, but the Kerbnet thing made me thinking... Since you already made the Asteroid Day parts stock (well, most of them anyways), why is it not a requirement to have that telescope on the vessel for the satellite map view? It would make perfect sense...
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Hi! Any way to add supplies to every command pod without finding and editing every single pod's cfg file?
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
LEGIONBOSS replied to tgruetzm's topic in KSP1 Mod Releases
No but you can make them, just modify the part.cfg files a but, heres how: For KAS to work, you'll need the KASModuleGrab in there, like this: The storedsize is the amount of space it'll take in a KAS container. For me, the small pack takes 5, the big one takes 10 places but you can make them smaller if you wish I also added them to the Tech-Tree so I can use it in Career mode, and for thet to work, I added two lines to the // --- editor parameters --- part in the .cfg. The TechRequired in the node on the Tech tree (start for the small one and survivability for the bug one). The entryCost has no purpose at the moment so I have the at 0. I hope I could help