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KSP2 Release Notes
Everything posted by Rodger
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Yep, @KeaKaka I've shifted the top node down a little to make the centaur engine mount's top flush with the top of the adapter. The top node was technically flush with the top before, but it's a centaur adapter so it's more important for it to work with centaurs, instead of general 1.875m parts. Also in dev now is a new optional patch folder to add custom categories for part families, like the Filter Extensions one, but this one uses Community Category Kit: It's only optional as it might make the main part category list a bit long for some people with smaller resolution screens, but you can scroll that list anyway. I find the CCK categories actually faster to load when selected than the FE ones, so I would still recommend it at any resolution. You can safely have both FE and CCK at once too.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Rodger replied to Nertea's topic in KSP1 Mod Releases
While it's true LH2 takes up (a lot) more volume, you should try comparing the total stage mass with the LF NERV for the same total DV. The Hydrogen Neptune stage will be a lot lighter than the 500s isp LF NERV stage. (you can't really compare it to the stock config NERV using LF at 800isp, that's hydrogen range isp with the much denser rocket fuel, so it's quite overpowered) If you want fuel volume efficiency the Neptune also has a LOX augmented mode, with even more thrust for lower 500ish isp. In that mode the LOX it uses means it's total fuel mass is denser allowing smaller stages. And if you just prefer using LF like the stock NERV, there's also a patch available in the Extras folder to set the KA engines to use LF instead. -
[1.12.x] Shaddy - A Shader Library for KSP Modding [v2.5]
Rodger replied to Icecovery's topic in KSP1 Mod Releases
If people who use BDB install Shaddy and TU as well, all the BDB parachutes will have these shaders applied: And the "blanket" solar panels (the Skylab Power Module 25kW and both EOSS experimental rollout solar panels) have transmission maps: -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
Using a MM patch for saving your customised settings is to keep your settings across updating KSPCF (since updating it will reset the settings config file), not just relaunching the game. -
@QAM00In the first video it appears to be using the Restock mod which updates the stock part models, and has its own waterfall patch mod (link in the OP of this thread near the bottom). “Stock waterfall effects” wont work on Restock models. The engine in the 2nd video isn’t a mastodon, but an actual F1 part for RO, with a custom made plume for the fireball and soot. The BDB F1 has a (very ) similar plume if you want a part that is more stockalike in performance
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Restock replaces stock models with new "Nertea-alike" ones (a few different people contributed to this mod, not just Nertea) And Bluedog Design Bureau goes very well with Restock/Nertea's stuff Oh, and my Bumblebee mod in my signature has compatibility for some NearFuture stuff, and the foil textures should match ok with NearFuture too lol
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Would it be possible to get a setting (via config or something) to disable invalidating the PartDatabase on changes in GameData? Apparently that behavior is on MM's side, not stock? It really adds a lot to load times when you're doing a bunch of small tweaks to a mod when it recalculates all the drag cubes every launch/reload. Edit: It seems this is exactly what 'quick reload database' does?
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And speaking of the Shaddy patch, when it's working it looks pretty nice imho The 3 blanket panels will have back-lighting: both versions of the EOSS experimental rollout, and the Skylab Power Module 25kW. Requires all: TexturesUnlimited, https://spacedock.info/mod/3064/Shaddy and http://taniwha.org/~bill/Shabby_v0.3.0.zip
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I was just having similar issues, and it looks like it's due to the TU shader loading patch in shaddy not working properly, causing the shaders to not get loaded at all. Once the next version of shabby is released, it will work to load the shaders instead of TU, while TU does the actual shader replacements.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Rodger replied to Galileo's topic in KSP1 Mod Releases
Try downloading the "ColorFix.cfg" here: https://github.com/Kopernicus/Kopernicus/releases/tag/release-138- 7,372 replies
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BTW since you're interested in this, installing KIS will disable the stock functionality. But you can keep both stock+KIS modules just by commenting out or removing these last 3 lines in the Survey Stake part.cfg: @PART[ELSurveyStake]:FOR[Launchpad]:NEEDS[KIS] { -MODULE[ModuleGroundPart] { } } After testing with both modules active it seems fine, but be ware of: The stake's craft name changing (you will see the different names in the survey station's EL UI stake dropdown if it's changed) Not being able to pick up a stake you 'deployed' with the icon button in the kerbal's inventory during EVA Construction mode. But you can pick it up with right-clicking the stake and selecting the appropriate option in the PAW, or by grabbing it with KIS. You can just 'drop' the stakes from your inv now, and they should stay pointed upwards, and work just fine. dropping them with KIS also works, without the hammer. Hammers or 'deploying' them is probably best for non-flat surfaces still. In rare cases, I've had the Kerbal on EVA not being able to walk... correctly, after messing with this stuff. I'd recommend always quicksaving before doing any setup with stakes, particularly with the stock deployment and construction.