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DStaal
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Everything posted by DStaal
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Nice to see you keeping another great mod - and thanks for cleaning up the folder structure on this one.
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[1.9.x] Kessler Syndrome 1.4 (19/02/2020)
DStaal replied to severedsolo's topic in KSP1 Mod Releases
The 'Decay Percentage' slider appears bugged. It starts at 1%, but if you try to slide it, it will only snap between 0% and 100%. -
The only one where I wasn't able to find a workaround is actually SSTU. I did try without TU, but then the parts didn't exist visually. (They existed in that I could pick them out of the list in the VAB, but I couldn't see a picture of them in the VAB, and I didn't see them if I picked on. I didn't try interacting with one.) This is under 1.6.1. I can remove a lot of the TU-specific configs from other mods, but it also changes the look of basically all the parts (including stock) if only slightly. I get the idea of the look and it does look pretty - but they lose detail and are harder to use in the world, in my opinion.
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I have an oddball question: I don't like the look of Textures Unlimited, but I like some mods that require it. Is there a way to turn it off without uninstalling it?
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
DStaal replied to TriggerAu's topic in KSP1 Mod Releases
Works just fine in 1.6.1 for me. -
It should. There were no major changes that I know of to part definitions. Parts for 1.6 should work just fine in 1.5. (And 1.4 - and basically back until localization was added.)
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It could be done as a side part that fades to the middle, and that you have to mirror. Though the zero- thickness part would be cleaner and easier to use.
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I'll have to double-check as well - I know there's been an update since my post on this, and I haven't gone back to see if it was working or not yet. ... Though double-checking things in my install it looks like I may have a broken InterstellarFuelSwitch install, somehow. (It looks like I somehow got all the core files *except* the dll. Very odd.)
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[1.12.x] Near Future Technologies (September 6)
DStaal replied to Nertea's topic in KSP1 Mod Releases
Nertea did a model refresh, didn't like how they looked, and found that KSP wasn't as bad at clusters as it was when they were created, so he didn't feel the need to refresh their models. IIRC. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
DStaal replied to Nils277's topic in KSP1 Mod Releases
It's a pretty straightforward parts pack. I haven't used the parts much in my current save, but I haven't seen any issues in 1.6. (The rover I know is working fine. Been using it fairly extensively.) Typically packs that are just parts (no changes in behavior of the game) have no issues between versions. Recently even a fair number plugin-dependent mods have been working fine as well. -
You mean like a ramp? Depending on the form factor I know of a few.
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Alcentar Rescue system v1.1 new details and KURAN 24.06.2017
DStaal replied to Alcentar's topic in KSP1 Mod Releases
Minor correction: The docking heatshields are a bit odd. (MechJeb's docking autopilot doesn't recognize them as docking ports, and at least on my ship had the direction reversed.) They do still dock, however. -
[1.12.x] Filter Extensions (No localization)
DStaal replied to linuxgurugamer's topic in KSP1 Mod Releases
I’m not understanding the exclude function, can I get some help? I'm trying to exclude from the 'Ablative Heat Shields' category all ModuleAblator modules that contain the tag 'DSAblator'. (This is for ThorTech, which adds an abaltor module with that tag to *everything*.) Here's my first attempt: SUBCATEGORY { name = Ablative Heat Shields icon = Ablative_Shield FILTER { CHECK { type = moduleName value = ModuleHeatShield, ModuleAblator } CHECK { type = tag value = DSAblator contains = false } } } Obviously that's wrong, but the docs are fairly scanty on how this works. If it's easier to do by the resource being ablated, the resource being used is '_Shieldnir'. -
Alcentar Rescue system v1.1 new details and KURAN 24.06.2017
DStaal replied to Alcentar's topic in KSP1 Mod Releases
I just wanted to post to confirm that this is working just fine in 1.6.1. - my tests (including the retro-motors) had no issues. -
There's a conflict between this mod and ThorTech. The problem is that ThorTech adds a custom ablator module to all parts, which triggers the exclusion patch in this pack. I’ve solved it in my game by changing the exclusion to: @PART[HeatShield*,InflatableHeatShield]:NEEDS[DecouplerShroud]:AFTER[DecouplerShroud] However that of course doesn't cover third-party heat shields that might have a decoupler. I'm willing to put up with that.
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It's still a proprietary format that's extremely uncommon off of Windows. (Rar does have advantages, mostly in compressed file size. But it's not an open format, and there's only a couple of programs that can use it because it's proprietary. Some newer open formats can match it's advantages - but aren't as common yet as .zip. And really, for small text files .zip does just fine.)
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Thanks. BTW: I did appreciate that you were trying to go with less-generic names, which are less likely cause name collision. The normal way to do this would be to have either a patch or a complete old version of the parts in there with the old names and set to 'unreseachable' or similar, so new craft would be put out with the new parts but the old parts would still load. Do that for a version or two of the mod, and clearly mark that the old parts are depreciated, so people have time to replace their ships in their saves. Even for me it wouldn't have been a big issue if I'd known about it - I only had the parts on science module on my space station, and I could easily replace it. (As it was designed to be recovered anyway.)
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A warning: The names of the science parts have changed. If you have any ships with them in the world, you'll need to bring them back before upgrading, or your ships will die. (I've reverted to an older version of the mod.)
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My one problem with this mod is that I'm running other mods that require three other fuel switchers, and I'm not sure how they'd interact. Otherwise, I'd install for the part info panel alone. The question I haven't seen asked: What about other fuels? Stock KSP has Xenon, and there's of course other fuels out there. Outside of the scope, or just not implemented? (There's even rare cases where it might be nice to have an Oxidizer tank - though admittedly that's uncommon.)