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Everything posted by Nightside
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@Insane-Robotics, great ideas! it seems like you could a lot of this with the Extraplanetary Launchpads mod, although you might want to create your own configs. Welcome to the formers!
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Loving this mod, Thanks @captain_Asterisk @Capital_Asterisk!
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Surface features are easy to mod (feature spoilers)
Nightside replied to KerikBalm's topic in Breaking Ground Discussion
@KerikBalm, sorry for poking a dead thread, but do you have any guidance or could you share your patch? -
totm dec 2019 Russian Launch and Mission Thread
Nightside replied to tater's topic in Science & Spaceflight
What is that? (and where can I get more?) -
[1.12.x] Near Future Technologies (September 6)
Nightside replied to Nertea's topic in KSP1 Mod Releases
I don't think you can do MM math with %, wouldn't it be @ I think it would need to be something like this: @RESOURCE[StoredCharge]:NEEDS[NearFutureElectrical] { %amount = 5 //edit amount to 5, or create if missing @amount += 5 //5+5 +10 %maxAmount = 5 @maxAmount += 5 } -
Good luck!
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- random crashes
- parts failure
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I responded to a similar question in the Kerbal Konstructs thread recently. This does happen sometimes due to a conflicting mod interaction or a messed up config file. (this happens to me often since I am always messing about in the config files). Read here: Also: posting in the KK thread I linked above might attract more attention.
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So, What will it be?
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- random crashes
- parts failure
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Dang it! Will change the least about the overall gameplay, except that it won’t always be your fault when a vessel falls out of the sky. Oh Scrap!! Is similar, but you can improve the reliability of your parts with testing. BARIS!!! is more of a career mode overhaul , similar to the above but also including crew issues, etc. If you want to really refresh your KSP experience, give BARIS a try, especially if you are also running other Wild Blue mods. For a less intrusive experience, that encourages you to make interesting design decisions (use the old Slow reliable, or the untested fast and shiny???) go for Oh scrap. Either of the above will require you to launch and relaunch basic missions, if you’re computer loads scene changes slowly all this will be no fun. Oh and If you just want to see things fail, Dang it is fine too.
- 6 replies
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- random crashes
- parts failure
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How long since that port was last used?
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Why 1.6.1? Latest RSS is for ksp 1.8.1. did you install the textures? You are not likely to find much help without at least sharing the contents of your GameData folder or you game log.
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Focus on the basics of flight before downloading every mod ever. Launching basic sounding rockets is still more fun than watching a loading screen.
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[1.12.x] Textures Unlimited Recolour Depot
Nightside replied to Manwith Noname's topic in KSP1 Mod Development
Time to get shiny! Oh, also, check your graphics settings to make sure reflections are not off. -
[1.12.x] Textures Unlimited Recolour Depot
Nightside replied to Manwith Noname's topic in KSP1 Mod Development
When you right-click on a part, do you have a variant selector, and/or a recoloring GUI button? -
[1.12.x] Textures Unlimited Recolour Depot
Nightside replied to Manwith Noname's topic in KSP1 Mod Development
You will need Textures Unlimited -
It would be interesting to have a home world on a planet with a very elliptical orbit. What would life look like under those conditions?
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[WIP][1.8.1] Hythara Planet Pack (Version 0.1.3)
Nightside replied to DunaManiac's topic in KSP1 Mod Development
Looks like fun! -
Terrainium - World building experiments
Nightside replied to Nightside's topic in KSP1 Mod Development
The Mahia stuff at the top of the thread is kerbal konstructs, and should work in any recent version. I will eventually migrate Mahia into my ActualSites projects, which are Kerbal Konstructs related. I'd like to focus this thread on Kopernicus stuff, like the scatter cities I posted a up this page. Thanks, that is helpful. I was able to find 4 EVE configs that each seem to use their own city lights. I was hoping there was some sort of community standard of city locations, I'll probably just go with the one that has a license that allows derivative works. I agree with you that it has always been disappointing to fly to a city region and just find that it is a weird colored patch of ground. Unfortunately that stuff is nowhere near release yet, because Kopernicus/squad PQS controls are notoriously poorly documented. -
Open the Stock.cfg file in CoolRockets with a program like Notepad, Notepad+ or whatever, and take a look. You will that there are PreLaunch and PostLaunch Modules being patched onto various parts. Notice that the PreLaunch effects typically target engines that consume oxidizer and will be active until you start staging. The PostLaunch effects target fuel tanks with Oxidizer, iirc, and will be active for a few seconds after you stage (this time is configureable.) The CoolRockets! thread does not get enough love, and I actually just realized that I already wrote my own patch for this that will work with all stockalike modded parts. If you want my patch, just add the text of the codeblock below to a new .cfg file, and place that somewhere in GameData. //Apply cryogenic engine effects to any engine that burns oxidizer @PART[*]:HAS[!MODULE[KM_PreLaunchEffect_SmkS],@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]]]:NEEDS[SmokeScreen] { MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1, 1, 1 rotation = 0, 0, 0 parent = #$../MODULE[ModuleEngines*]/thrustVectorTransformName$ size = 1.5 //sizeof the particles. It ranges from x/2 to x width = 0.2 // width of the particle system height = 14 // height or lifetime of the particles xOffset = 0 yOffset = 0 zOffset = 0 numP = 25 //number of active particles in the system speedX = 0.0 // direction of the particles speedY = -0.5 //-.2// direction of the particles speedZ = 0 // direction of the particles rndVelocity = 0.2 //0.1// random movement in all directions runningTime = 5 // stop x seconds after launch } }
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In the GameData folder, like other mods. Please post a screenshot of the contents of GameData if you aren’t sure.
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but then you'd need a butter interceptor...