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Everything posted by Warezcrawler
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
what is wrong? -
If you play modded, then you should know to make a copy of your install, since Steam forces the updates! That just how it is. Modder are patching their mods, Squad is patching their game and the cycle goes on and on.... But make a copy a plays that, so that you can calmly migrate to the next version when mod are updated sufficiently to continue on new install.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Warezcrawler replied to blizzy78's topic in KSP1 Mod Releases
I actually think the main issue with the target switching is not the double click to target, but rather the click through issue.... That's why I asked regarding this some posting ago.... Maybe we are lucky and this will get fixed in the next update. Still a great mod though, right? -
I noticed that the "Here and Now" Status window always says that it is not able to run the DMagic Obital Experiments. Is this an error, or just something yet to be implemented? I remember that Science Alert had a similar issue, which was when DMagic updated his mod, then Science Alert had to be recompiled against the new version. Could that be the issue here?
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Funny..... I actually haven't used the settings.... Well that's on me.... Thanks for pointing it out -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
It a small MM cfg which mods KER into all command pod/probes.... It's bundled with mechjeb for all. And don't worry about it being for 1.0.... does not matter... It is still working as expected. https://mods.curse.com/ksp-mods/kerbal/221500-mechjeb-and-engineer-for-all -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Hmmm... You may be right... I've been playing with KerbalEngineerForAll from the start, so I've never used those KER parts...... -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
KER does not alter your game at all. You can add and remove it from your game without impacting the savegames at all.... -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Warezcrawler replied to FreeThinker's topic in KSP1 Mod Releases
Ha ha ha.... this happend to me the other day, and now I have 70 mio. credits in my career game.... I think I will edit the save file, it is a bit easy when money is not an object.- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
Based on feedback, I have created 3 engines as a showcase of this mod. It is best used with Smokescreen and IFS, and moduleManager is as for most mods a need to have. Get the parts here The engines are as follows CR-13 R.A.P.T.O.R. Engine Based on stock RAPIER engine 4 mode engine Air Jet engine Atmosphere engine, capable of flying on other Atmospheric worlds without oxygen - it is less efficient than air jet, but still much better than rockets Closed Cycle aka Rocket mode slightly more powerfull and efficient than RAPIER DarkGoo Fusion, this runs on a combination of LiquidFuel and Xenon Gas (substitute for DarkGoo) - highly efficient mode, lower thrust and very bad performance in atmospheric environments NRX "KINKI" Atomic Rocket Propulsion Based on stock Atomic Engine Needs SmokeScreen to work 3 modes Normal - compares to normal nuclear engine High Velocity - is high efficiency mode at lower thrust, more heat and bad performance in atmospheric environments Over Drive - boosted thrust, better performance in atmospheric environments, but much lower max ISP. GTI-2020 "Icicle" Multi Electric Propulsion System Based on the Stock Ion Engine 3 modes Normal - compares to normal nuclear engine High Velocity - is high efficiency mode at lower thrust, more heat and bad performance in atmospheric environments Over Drive - boosted thrust, better performance in atmospheric environments, but much lower max ISP. Credits to Nazari for effects from HotRockets which I use. These demand SmokeScreen to work.- 94 replies
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[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
Warezcrawler replied to Ninenium's topic in KSP1 Mod Releases
Excuse me, but are you asking every modder out there to implement this idea? You have the same thing over at KER. Maybe you should looking into doing yourself? And, it's not that hard to land a plane.... -
[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
Sorry... I meant the converter..- 94 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
@Azimech Earlier you asked about a ResourceCollector switch plugin. I have started to look at that. I'm not aware of another mod doing this, so it will be a nice niche to fill, and having ISRU's converting Karbonite, Ore, Dust etc. at the same time does not feel realistic, so it would be nice to be able to change that behavior while keeping parts count not too high even though performance is much better than in 1.0!- 94 replies
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Yep.... Notepad++ is king @alpha tech Yes!. Exactly What mod are you looking at updating?
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Depends on the mod. If it is simply a parts mod, you usually only need to update som cfg files.... Text.... Normally the models work fine across versions. Often not even cfg editing are needed for pure parts... But it depends. Plugins you need to get the source code from the mod page. Sometimes recompiling them through visual studio is all you need. Remember to use .net version 3.5! Model??? Well this I have no idea about.....
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
If you are still interested, then notice that I have finally released. See previous comment above. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Warezcrawler replied to cybutek's topic in KSP1 Mod Releases
Nope... But if you are at 45 degrees, then expect something like double height... At 45 degrees your vertical and horizontal speed is the same... I use the readout of horizontal and vertical speed as well when landing... Pure suicide burn is risky business, esspecially when the planet is not as flat as minmus flats..... -
[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
I think you could have a point.... I will look into creating a couple of engine MM's. Only issue is how to convert effects on moduleEngine to the effects structure on moduleEngineFX. Like with stock MultiModeEngine, this is needed if effects are not to be an issue....- 94 replies
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[1.9.*] GTIndustries (Updated 04-02-2020)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Releases
Should the MultiModeEngine plugin be accompanied by engines which utilize the features, or should that be up to other mod's to use this possibility? What direction do you think this should take? Pitch in with idea's, comment's etc.- 94 replies
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Thanks you blowfish. It seem's I was looking in the wrong place. My case was, that I was referencing a model in another mod, but this reference is case sensitive... i.e. this model = Solaris Hypernautics/Parts/Resources/DustRing/warp is NOT this model = Solaris Hypernautics/Parts/Resources/DustRing/Warp You where right that my syntax in the moduleManager part was correct, except for the fact that FTLDrive have change name to FTLDriveContinued. So two errors, and none of which was my question.... lol.... Thanks, your answer made me look more focused!