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Everything posted by Li0n
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Hi @linuxgurugamer I just had my first "Rover Expedition" mission showing up and I have a few question about it : First, my rover has 4 seats but I was planning of sending a crew of 2, can I complete the mission like that : Board the rover with Johnny and Agalina Investigate Memorial Send Johnny and Agalina back to Kerbin Board with Nedmy and Steltine Investigate Blaze and Battleground Or should I do all in a row with a single crew ? If I regenerate new contract will it always ask me to fill all the seats of the rover ? I play with USI-LS/MKS so I usually build things with more seat than kerbal. Second, what "Collect science at 4" mean ? Should I run the experiment with a crew of 4 in the rover ? Or collect science at the 4 locations mentioned above ? (only 3 different actually) Thanks for any light you can shed on this.
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
I don't include the settings.cfg, it's created when the game starts. The purpose being to merge the CrewLight folder of the download with the one in GameData without losing your settings. -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
v0.10 The EVA Light edition New Function : Kerbal on EVA can toggle light (only for non-crewable part) Now support Surface Light by @Why485, maintained by @IgorZ Landing gear/wheel 's light no longer respond to the sun rise / fall ModuleManager by @sarbian is now required for toggling light on EVA ModuleManager is bundled Grab it on SpaceDock or on GitHub If you have any suggestion about light *stuff* please share, and of course report to me any bug or UFI* * Unidentified Flying Insect -
Here we go : Kerbal Engineer Redux RCS Build Aid Throttle Controlled Avionics Trajectories DMagic Orbital Science Universal Storage Scatterer Chatterer KIS CrewLight
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Changing maximum Resource in-flight
Li0n replied to steedcrugeon's topic in KSP1 C# Plugin Development Help and Support
Absolutely no idea if this can work but have you tried to change the part.cfg to something like : -
There already is a simulation mod, I don't use it on my current save but I think it has most of the function you 're looking for : It won't show you the universe in wire-frame mode tho...
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What are the best Visual/Sound mods to enhance gameplay?
Li0n replied to Duck Kerbal's topic in KSP1 Mods Discussions
There is also Texture Replacer, it won't do anything on its own but it let you change a lot of stock texture (skybox, EVA/IVA suit...) look in the OP for texture pack. It probably is a dependency of several mod quoted in the previous post. Sound wise Chatterer is the most important mod for immersion, in my opinion. You also have Docking Sound for more dramatic docking maneuver. -
What kind of look will you try to achieve ? A rusty style or a more cleaner/shiny one ? Both could look good but a rusty/steampunk look will be harder to fit (visually) with stock part I think.
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I like your models and your "rusty style" texture but not sure how they 'll fit with stock (-alike) parts. As the non realistic behavior of the engines it can't be badder than the Alcubierre one (I know some scientist says it may be build one day but it feels really sci-fi to me ) Anyway I'd like to use those if you balance them for a career game-play, far away in the tech tree along with a very high price.
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@Triop My 2ct about the category thingy : it's a cool idea that you decide of the category once race is finished, time/screenshot are posted. It will make it easier for competitors but to make your life easier I think you should ask for detailed screenshot of the rover along with flag's screenshot for an entry to be valid. And maybe a small description of how the rover is powered ? That should make it easier to determine a category later on. You also made a template (here) of what a valid entry should look like, I think you should reproduce or link it to the OP. @rkarmark how do you want to use DMP in this challenge ? Multiple driver taking turn ? See the others rovers while you race ? I don't expect the first one to be allowed, for the second I don't see how that would impact the race so probably yes.
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Just paste the full link (with the extension) and the forum should do its magik.
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Hi @Angel-125 I found a serious bug in Buffalo 1.0.4 with the ground stabilizer. It works fine when landed but if it is lowered in orbit bad things happen : game gets really laggy, the console is spammed with : and the orbit become a straight line towards the center of earth (kerbin). Here is a log where I build a simple ship and hyperedit it to orbit before I lowered the ground stabilizer.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Li0n replied to Angelo Kerman's topic in KSP1 Mod Releases
The MCM folder should go to GameData/WildBlueIndustries/. No idea for the ModuleTexturesNoNames but I assume it is the same ?- 3,523 replies
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- geoscience
- colonization
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[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Li0n replied to Li0n's topic in KSP1 Mod Development
v0.9 The BETTER Sun Light edition Lights on Kerbal's helmet are now toggled as the sun rise/fall, can be tweaked in settings.cfg so lights are always on when in space or landed Better handling of the sunlight feature, mostly for building / modifying vessel with KIS Correct a typo in the .version file, KSP-AVC should now give the right link when a new version comes up Grab it on SpaceDock or on GitHub In this version I rewrote a good bunch of the code so please report any issues or inconsistencies. For the next version I plan on adding the ability for kerbals to switch lights when on EVA (almost three years of playing KSP and I just noticed I can't do that ) Enjoy -
Hi @cybutek first thanks you for your very, very, useful mod. I have a feature request : some mods which bundle a .version file has theirs URL fields wrongly written so AVC can't check for a remote .version and only check the local one against the KSP version. Would it be possible to have a indication when AVC can't access a remote .version for a given mod ? Maybe write the mod's name in red in the "show all mods" AVC 's window ? Ps : I know I can look at the "GameData/KSP-AVC/KSP-AVC.log" and searching for mod which hasn't the line "Identical remote version found: ...." but it will be way more convenient (in my opinion) to have it display directly in game.
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@THX-1138 Have you try to disable the eclipse in scaterer ? You should see its menu in KSP's main menu.
- 3,404 replies
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- renaissance compilation
- visual enhancements
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[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Li0n replied to lextacy's topic in KSP1 Mod Releases
Thanks for the support Will you update the aeroshell ´s thrusters to work whitout RF ? -
[KSP 1.3.1] Bon Voyage 0.13.2.1 - Make your wheels rolling! 2017-10-15
Li0n replied to RealGecko's topic in KSP1 Mod Releases
I don't think it's a typo -
[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Li0n replied to lextacy's topic in KSP1 Mod Releases
I have an issue with MSL 1.0.1 on KSP 1.2.2, all stock, as soon as I attach the cruise stage I got a CTD, here is a log + crash dump. Hope you can fix it. -
Has been said earlier that we can use KIS so I assume it's fine to repack a chute.
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A.K.A "The Banana"
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
Li0n replied to nightingale's topic in KSP1 Mod Releases
Me again, I just tried to install Anomaly Surveyor on KSP 1.2.2 with CC 1.22.1 and notice a few exception during KSP loading : Here is the full log on a clean install. The contracts do appear in the mission control building so probably not something to worry about... right ?- 502 replies
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- contract pack
- contract configurator
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