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Everything posted by Nightside
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Pro props has bunch of alternate helmets for KIS. Maybe that'll help you. Interested to see what you come up with!
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That probably won't work. Just put the BD Armory folder in Game Data.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nightside replied to Ven's topic in KSP1 Mod Development
The Module Manager cache file is in Game Data. Its a good idea to delete it whenever you delete a large mod.It will automatically regenerate next time you start the game. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Nightside replied to Ven's topic in KSP1 Mod Development
Did you delete your Module Manager Cache? -
Contract Pack: Sounding Rockets 1.4 - 3/17/18
Nightside replied to inigma's topic in KSP1 Mod Releases
This looks like fun, thanks!- 62 replies
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- contract configurator
- usi
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Here is a possible solution. It requires the mod Custom Barn Kit, which allows you to edit the number of tiers in KSC buildings, and the level at which upgrades are available and other related factors. Change # of tiers of tracking station to 4 Change unlockedSpaceObjectDiscovery to 4 Don't upgrade any further. I don't actually know if it will change things that have already been upgraded. Good luck!
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[Airships in 1.12.3] HooliganLabs Mods
Nightside replied to JewelShisen's topic in KSP1 Mod Releases
I'd be interested in a good system for delivery and deployment in the atmosphere of another planet. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Nightside replied to AlphaAsh's topic in KSP1 Mod Releases
There are tons of static models in the dozen or so packs listed on the OP. You need at least one of those. Kerbinside many. As far as "stock-alike" I'm never sure what people mean by that, but there are packs by lots of artists and modders with various levels of detail.- 872 replies
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You've been missing out!
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None that I know of, but this might fit the bill:
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Does the Base science part of this still work with KPBS?
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SM Chute NOW OBSOLETE USE THE NEW VNG
Nightside replied to SpannerMonkey(smce)'s topic in KSP1 Mod Development
So @Angel-125 was able to get something going with the throttle on EVA with the Jetwing. Might be interesting to look into. -
Module Manager Help - ignore parts on loading
Nightside replied to Ricardo.b's topic in KSP1 Mod Development
If you are interested in getting into module manager, this thread is your friend. I'm pretty sure there is a patch for what you want to do in there. for more complicated stuff you can just ask in the MM thread.- 4 replies
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- module manager
- skip parts
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Pathfinder vs UKS (also Kerbal Planetary Base Systems)
Nightside replied to Storywalker4's topic in KSP1 Mods Discussions
All three of those mods are awesome. Base mods such as UKS and Pathfinder give you something to do after you've landed on a planet and give you an incentive to actually bring kerbals along for the journey. Both of those add production and link into another interesting but fairly complicated mod: Extraplanetary Launchpads. If you are more interested in have big, cool looking payloads to provide you with the challenge of building bigger launchers and creative landing contraptions, KPBS (or MKS lite) might be more interesting. -
Some very kerbal names in there!
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Wow great! I had been waiting to 1.1 to try this mod so I'm excited to see it back in action. Thanks!
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Looks good so far!
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Nightside replied to AlphaAsh's topic in KSP1 Mod Releases
On the flip side, I have had very good performance flying around the Kerbin Kampus on a laptop with an imaginary GPU (flying a kerbal plane that is, not my laptop). Pre 1.1 I lived in the yellow clock and low resolution land and never dreamed I could add Kerbinside, etc so I can't compare it to pre 1.1 performance. Another question, are there any dirt runway statics or bases out there? I love the look of a dirt runway but the KSC tier one is just too silly.- 2,488 replies
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- launchsites
- bases
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Nightside replied to AlphaAsh's topic in KSP1 Mod Releases
I wondered why Kerbin's water cycle had stopped... It all makes sense now! Now we just need a mod that adds persistent chemtrails to all aircraft exhaust.- 872 replies
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Is there a mod for more interesting crew recovery?
Nightside replied to TheBedla's topic in KSP1 Mods Discussions
Also, with Kerbal Konstructs, you can have bases scattered about Kerbin with various recovery rates. It makes it a bit more meaningful to land in one place rather than another. You could probably combine it with the NIMBY mod above to simulate different nations... -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Nightside replied to Angelo Kerman's topic in KSP1 Mod Releases
Thank you! I'm finally caught up enough with my dynamics homework that I can play a little tonight!- 3,523 replies
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- geoscience
- colonization
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Mostly, it lets you (or some other mod) configure the building upgrade progression to your liking. If you know how to make a Module Manager Config, you will be able to use this easily. If you don't, there are lots of examples for how to use that. I use this because I've never liked the huge jumps of part limits at the VAB and SPH in the stock progression so I've set 5 building tiers with more gradual limit increases. I also think the level 1 runway is annoying so I make it very cheap to upgrade. Btw, thank you Sarbian for making this!
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[old thread] Trajectories : atmospheric predictions
Nightside replied to Youen's topic in KSP1 Mod Releases
You must include Module Manager. Lots of mods require Module Manager, so if you already have a copy of it in your game data folder, only keep the most current version. -
I had that volvo too!
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Craft name randomizer button
Nightside replied to HebaruSan's topic in KSP1 Suggestions & Development Discussion
Looks like someone heard your plea. I'm planning on using this along with @Damien_The_Unbeliever 's Launch Numbering Mod. https://spacedock.info/mod/201/Launch%20Numbering