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Nightside

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Everything posted by Nightside

  1. You are on the right track. Make sure to challenge the “name =“ field to you new name, or the game will get confused.
  2. There are some many mods that do so many different things that it is impossible to have a blanket statement for your question. It seems like many mods were not affected by the 1.8 to 1.9 change and so many modders never needed to update and mods that still work in 1.9. Conversely some mods updated to 1.9 will work in 1.8 but if the mod uses something new in the latest KSP it won't be backwards compatible.
  3. To set specific pads you need to patch the Runway Configs in GameData/Mechjeb2/...
  4. As I recall, the measured thrust of the EmDrive was due to a flexing power cable. Maybe they are working on building an extension cord to space.
  5. My hot take: They've been working on this thing HOW LONG and they just now tested it?
  6. No comments for a year, I guess it was flying under the radar! Thanks @SuicidalInsanity
  7. Yes the texture is placed/aligned/wrapped in the 3D software. that’s about my limit on that subject, you can find more info in the add on development forum.
  8. Look in the mechjeb settings for examples of how to define a landing zone.
  9. Welcome to the forums @ricardo_. Please look at the first post of this thread for instructions on what information you will need to provide for anyone to be able to help you.
  10. Most parts consist of 3 files. .mu - the 3d model of the part .dds (or other image type) - the texture that is used on the model .cfg - the "rules" of the part. @Lack's wonderful work on SXT dates from when the game was severely RAM limited. Reusing Squad's textures saves a lot of loading time, and provides visual style consistency between the mod and existing parts. The MODEL node points to the model and texture file, but the way that texture is wrapped around the 3d model is determined in the .mu file itself. If you are looking to do something similar you will have to work with 3D modeling software.
  11. Here is some documentation: https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Model_Parameters
  12. 1a. I thought this was a limitation of KSP? 1b. This might be useful to me. I have a long neglected project (See "Transmogrifier" in my sig) which is basically an add-on to SMURFF which resizes models to realistic dimensions and recalculates resource capacities as well. 2. Oh, yeah. Good idea.
  13. What problems would this solve? Would existing patches still work?
  14. As @Spacescifi hinted up thread, you could get a jump start on evolution by bringing fruit crops, which are more edible to humans than most plants. The downside of this is that since these are the only flowering plants on the world there would be no native pollinators. You’d have to bring your own.
  15. It’s ok, he designs SpaceX on Twitter, not here.
  16. You might be able to move, remix, etc some of the stock bases using Kopernicus, but trying to use those undocumented features of Kopernicus will make you really appreciate Kerbal Konstructs! I think JNSQ does some Kopernicus tricks to place non-scatter trees.
  17. I'm surprised no one has proposed some sort of zero-g MMA battle. Seems like the sort of bad idea Elon would love.
  18. Isn't a Dino planet more timetravel SciFi? Reminds me of this: What about chickens, ducks, geese, parrots, eagles, hawks, falcons, cormorants, and other trainable birds? I don't see why training a predatory dinosaur would be that different from a hunting falcon. You just need a thicker glove. If they were so smart, why'd they get domesticated? That doesn't usually end well.
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