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Everything posted by Speadge
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can upload to ul.com as well
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- renaissance compilation
- visual enhancements
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About This Project Created Nov 4, 2014 Last Released File Apr 18, 2015 Total Downloads 29,494 License Custom License Type Name Size Uploaded Game Version Downloads [0.90] KSPRC v0.2 168.00 MB Apr 18, 2015 0.90 7,637 [0.90] KSPRC v0.1.9.5 227.25 MB Feb 18, 2015 0.90 4,891 KSPRC_v0.1.9.zip 227.37 MB Nov 4, 2014 0.25 16,965
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@Proot what resolutions did you include in the package? looking for the UR-version edit: and which versions of Eve / Kopernicus / Scatterer?Asking to know if i can just use your config files & Textures or if i need to downgrade the other plugins.
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is the "content" the same or do i need to update when i have the "devbuild" running now?
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- iva
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thanks, but it seems you forgot to update the .version file IN the download. the online one is fine
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External modding program - What functions do you want to have?
Speadge replied to *Aqua*'s topic in KSP1 Mod Development
it was just, that i'd might want to cleanup the contextmenu of a part when i use it. i.e. i never use the "recycle" thingy or different other things on some parts - so i'd might want to "clean" them up for better usage. another thing is that i accidently once had 2 cfg settings for one part loading at startup. that resulted in a vessel, thad had double contextmenu items, cause i built it with the two cfg loaded. Even after cleaning up the cfg, the vessel-file kept thos two module entries cause it was created with them.- thos scenarios might need a funtionality to analyze the modules of each part of a vessel and to add/ delete some. sure, its easy done with a texteditor - but when you are builfing an edittool anyway, it might be helpful to have this too as well. -
External modding program - What functions do you want to have?
Speadge replied to *Aqua*'s topic in KSP1 Mod Development
hi, thanks for your reply. according to the 2nd point: wouldnt it work by just getting the attachment nodes of a part i want to delete and the ones following? i.e: i have a 3 part rocket with a pod, tank and a rocket. So i could delete the tank by deleting the part out of the savegame and using the information of its attachment to the pod for attaching the rocket not longer to the tank but to the pod.. its the same Node at last. For every following part that COULD be on the rocket (and for the booster itself) you (just) have to change the parentID in addition 3rd point: i have no example here but i often have wondered about some modules in Parts that i will NEVER ever use there - ah, example: USI recycling for parts - thats not much, but i wont use that on a sattelite or a SSTO - for example. so i might just want to build THIS ONE lean ship without any ballast in its config-data.. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Speadge replied to JoePatrick1's topic in KSP1 Mod Development
Hey @JoePatrick1, wouldnt it be a good idea to max the speed of a balloon on the terminal velocity of a vessel (or even less cause the drag the baloon is creating might be way higher than the weight of the vessel itself)? I cant believe that its realistic to reach soundspeed with a balloon at 50m above sealevel Even with a mice on it -
External modding program - What functions do you want to have?
Speadge replied to *Aqua*'s topic in KSP1 Mod Development
another idea: 1. change the root part of a vessel 2. delete parts (inclusive realignment of the parts attached) 3. cleanup MODULE{} sections for unneeded parts / functions -
damn this mod is fantastic! Too sad, that JetEngines are hard to support due their responsetime
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i think he fixed it recently - just couldnt get your config to work on the dev, so i switched back
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Speadge replied to K.Yeon's topic in KSP1 Mod Releases
hi, why has the j-formfactor been changed between 1.7 and 1.8? -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Speadge replied to Claw's topic in KSP1 Mod Releases
sorry @Claw, didnt want to be offending. Didnt remember that you are a mod and can handle your own posts as you want to. so it seemed as another mod unpinned it by accident and just pinned it back now without clearing the curiosity that this action was creating.Menaing a Moderators action caused more curiosity as they are here for clearing. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Speadge replied to Claw's topic in KSP1 Mod Releases
And now pinned again w/of comment. moderation at its best -
Part Select Delay
Speadge replied to expert700's topic in KSP1 Technical Support (PC, modded installs)
Well, I was refering to the OP -
Spaceplane assembly gone mad
Speadge replied to Morse's topic in KSP1 Technical Support (PC, modded installs)
i REALLY doesnt understand whats going on. just reading "gone mad" with no description what is happening at all. Even in the other thread you created you are speaking about the bug "beeing on windows as well"... but what bug? as the game is not crashing on windows - what are you talking about? and where is your ksp.log from your linux install? -
WIP - Environmental Visual Enhancements Development
Speadge replied to rbray89's topic in KSP1 Mod Development
damn - that works fine for me - never seen the problem happen 2 me - might it be a driver issue? im on nvidia 358.87. Can you reproduce it making sure that there is no problem with the textures at all? Does it happen all the time or just now and then? -
WIP - Environmental Visual Enhancements Development
Speadge replied to rbray89's topic in KSP1 Mod Development
is that dx9/dx11 or opengl?havent tried yet with others but dx9 - but i could investigate, if you'd like - if i can reproduce it -
What do you think of the new Q&A format here?
Speadge replied to cantab's topic in KSP1 Gameplay Questions and Tutorials
a cool feature of this forum (like many others) is the SPOILER-tag/function! -
Need Lag help for a friend
Speadge replied to Garbonzo's topic in KSP1 Technical Support (PC, unmodded installs)
=> as you were asking for THIS PC - which we dont know yet a full list of your components would be fine. Usually this would be enough reason to stop here with any kind of support Anyway.. im in a good mood today Beside that - just wondering - why is he not asking on his own. if forum registration is to complicated he shouldnt use a PC at all *joking* -
Eve aerobraking at 5000m/s
Speadge replied to Galinette's topic in KSP1 Gameplay Questions and Tutorials
Hi, eve is known for its dense atmosphere.. you have at 200km the same gravity as on kerbin / earth at sea level (for example). so overheating might happen very fast, but you should also consider the pressure. best check your log WHY all vanished at once. => its the same as you fall straight down to kerbin - even with the biggest heatshield you wont reach the surface when u entered the atmosphere at 5-6km/s beside that, does your heatshield (i think u meant 3.75, not 3.5) cover the whole vessel?