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qm3ster
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Everything posted by qm3ster
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
qm3ster replied to RoverDude's topic in KSP1 Mod Releases
Mini Aerospike. ISP 378/380 As a lifter, it's honestly balanced by mass and part count. But in space? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
qm3ster replied to SuicidalInsanity's topic in KSP1 Mod Releases
But my pull request T_T My poor pull request!- 1,518 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
qm3ster replied to SuicidalInsanity's topic in KSP1 Mod Releases
It's completely related. That's what happened. http://forum.kerbalspaceprogram.com/threads/121224-1-04-Mk2-Expansion-v1-6-UDATE-9-24-2015?p=2231443&viewfull=1#post2231443 - - - Updated - - - Also trying to switch the dependency to FuelSwitch-Core so that FuelSwitch default config can be uninstalled. https://github.com/qm3ster/NetKAN/commit/aaaa7500ce16d43bb0b7eee000dca1b7306dffa3- 1,518 replies
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Not exactly, I just like scaring people, that's all. And a lot of modders stopped updating, even just bugfixes, because they're anticipating a more or less rewrite for 1.8. (1.8 is out, and won't be touched until 1.9 but they are waiting on each other for that to become a popular mod target) What mods did you mean when you said they are still getting updates?
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Maybe you should try limiting the Thumpers' thrust.
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So a battery indicator is the humble beginning of FreeIVA? Wow, didn't realize :v
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So, if some bandit swapped out the dependency (A hard dependency btw) in CKAN for the core mod, there's realistically no chance of breaking the mod?
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[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
qm3ster replied to riocrokite's topic in KSP1 Mod Releases
For some reason https://github.com/KSP-CKAN/NetKAN/pull/2384/files doesn't go in. https://github.com/KSP-CKAN/NetKAN/issues/2386 Update: It was a bad license, I hardcoded it into the .netkan now. https://github.com/KSP-CKAN/NetKAN/pull/2387 <-waiting for this to get merged now, then it'll be on CKAN. (I installed from that file and it works)- 220 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
qm3ster replied to RoverDude's topic in KSP1 Mod Releases
Time to come clean: I actually meant they are fairly overpowered. If you grab mostly all popular mods available today, only VX-C9 "Constellation" Engine outclasses clusters of the engine I showed, at like 32 engines mass needed to get same thrust. As a space maneuvering engine it's OP all the way until nuclear. -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
qm3ster replied to NecroBones's topic in KSP1 Mod Releases
AHAAAA, you big SNEAKER. But do you plan to end up adding them all to stock switcher, as well as adding all textures to the non-redundant ones? (Even stockus) PSP: how dooty are you for october?- 356 replies
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[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
qm3ster replied to NecroBones's topic in KSP1 Mod Releases
Pictured: MRS Quarter Jumbo (only texture) Rockomax X200-16 (Delta Texture, contains others)(Also notice how they seem to be trying to be the same texture, but are different. Active texture management is off, graphics are all maxed out.) MRS Half Jumbo (only texture) Rockomax X200-16 (Stock Texture, contains others, including 2 more meshes) The two pairs are functionally identical. Why add parts and not just more meshes to the stock parts? I could easily be mistaken though, and the stock modification is not from this mod? tl;dr: Y does MRS add redundant parts with less flexibility? Is it for pruning stock parts? Disclaimer: The reason I assume CCC and MRS are intended to be used together is because they cross-config each other :v- 356 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
qm3ster replied to nightingale's topic in KSP1 Mod Releases
You could also go to Alt-F12>contracts, and try spawning in some hard contracts from the tourism mod (By pressing the H) See if those decompose when you change scene.- 699 replies
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Understood the syntax, don't understand the following: How does the bigger port give better stability than the small one? Is it all in the mass of the part? Or does the model actually play a role? OR, is it inferred from the ModuleDockingNode nodeType? (In which these are only as stable as the smallest port?) Have you concidered releasing your light-weight stock-transform models using this module instead - http://forum.kerbalspaceprogram.com/threads/79128-1-0-AdaptiveDockingNode-1-7-Make-Your-Awesome-Docking-Port-Models-Universal%21 ? You could even just put it down as suggested in CKAN and add an MM config that adds the additional (bigger) sizes to your ports if it's installed!
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What's the difference between the whole mod and core, anyway? I wasn't able to quickly find the information, and since you use it and are currently an active mod dev, you would probably explain better anyway. ( Partially wondering if I should suggest Mk2 Stock-a-like Expansion to require core. It's the only 1 out of 5 IFS mods that I have that requires the full thing )
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
qm3ster replied to SuicidalInsanity's topic in KSP1 Mod Releases
It's not the stanza. You renamed the top folder inside the .zip from Mk2Expansion-1.6 to Mk2Expansion. This made it match [TABLE="class: highlight tab-size js-file-line-container"] [TR] [TD="class: blob-code blob-code-inner js-file-line"] "install" : [[/TD] [/TR] [TR] [TD="class: blob-num js-line-number, align: right"][/TD] [TD="class: blob-code blob-code-inner js-file-line"] {[/TD] [/TR] [TR] [TD="class: blob-num js-line-number, align: right"][/TD] [TD="class: blob-code blob-code-inner js-file-line"] "find" : "Mk2Expansion",[/TD] [/TR] [TR] [TD="class: blob-num js-line-number, align: right"][/TD] [TD="class: blob-code blob-code-inner js-file-line"] "install_to" : "GameData"[/TD] [/TR] [TR] [TD="class: blob-num js-line-number, align: right"][/TD] [TD="class: blob-code blob-code-inner js-file-line"] },[/TD] [/TR] [/TABLE] sticking the whole thing as a subdir in gamedata. Just renaming that, or not using a root folder altogether and just dumping the subfolders into the .zip would help. Please release soon Edit: Old match: Mk2_Stock-a-like_Expansion-1.6.05.zip\Mk2Expansion-1.6\GameData\Mk2Expansion New match: Mk2_Stock-a-like_Expansion-1.6.05.zip\Mk2Expansion\GameData\Mk2Expansion My proposals: Mk2_Stock-a-like_Expansion-1.6.06.zip\Mk2_Stock-a-like_Expansion\GameData\Mk2Expansion OR: Mk2_Stock-a-like_Expansion-1.6.06.zip\GameData\Mk2Expansion - - - Updated - - - In case you won't do this for a while, I posted the fix I used for myself up at NetKAN. - https://github.com/KSP-CKAN/NetKAN/pull/2383 Mind you, this locks you to always using "GameData\Mk2Expansion" inside your .zip .zip\Mk2Expansion would no longer match, if you ever decide for that to be the desired behavior.- 1,518 replies
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Yay, more updates! Yay, more ISP in all cases
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
qm3ster replied to Angelo Kerman's topic in KSP1 Mod Releases
I did it, I THINK. We will see tomorrow if it worked. Angel, in what direction would you say you plan for the difficulty to deviate from UCI-LS?- 3,523 replies
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Typical things :v Should be careful with this waiting for updates thing. That's how minecraft died, after all. How do I install from master branch vs pre-release? :v
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Yeah, but I mean, is the mod creator still around? To update metadata? And are there any bugs, for you, in the .2 beta?
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What do you mean by open ports?
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Do you, good sir, plan to expand this, perhaps by overlaying a 2d emissive led-looking circle on the radial textures of inline batteries?