

techno65535
Members-
Posts
46 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by techno65535
-
[1.12] Extraplanetary Launchpads v6.99.3
techno65535 replied to taniwha's topic in KSP1 Mod Releases
Please tell me I'm not the only person who tried to read "5 Kh/t" as "5 kilohours per tonne". -
[1.12] Extraplanetary Launchpads v6.99.3
techno65535 replied to taniwha's topic in KSP1 Mod Releases
Just tried renaming the Kethane.dll to MMI_Kethane.dll but still same issue. It used to work as it should, at least before I updated Kethane. -
[1.12] Extraplanetary Launchpads v6.99.3
techno65535 replied to taniwha's topic in KSP1 Mod Releases
I do have Kethane, but you just reminded me of a recent update where he changed the name of the plugin from MMI_Kethane.dll to Kethane.dll. Probably what's causing it. Gonna add the dummy plugin file back in to check if that will fix it. Edit: Nope. The dummy plugin file didn't help and I'm gonna guess it's the EPLP plugin that's looking for the Kethane plugin and not a config file somewhere. -
[1.12] Extraplanetary Launchpads v6.99.3
techno65535 replied to taniwha's topic in KSP1 Mod Releases
So, I'm having the same issue as Kass. Craft/sub-assembly loads on the space dock without taking from the available parts. Was also spawning with full tanks when I specified that they should be empty. Just tested with the launchpad and it's doing the same thing. I remember there being a config line you can add so it doesn't require resources to spawn but I've not seen the line in the configs. Is there something I'm missing to change it back to normal behaviour? -
Something I've kinda wanted to see is an in-line hexcan carrier/adaptor. If just a carrier, would have indents in the sides to fit the cans into. Maybe using that third node in the middle of the cans for attachment. An adaptor could be modeled as a plate and you could put 7 hexcans on it, one in the middle.
-
[DISCUSSION] RemoteTech 2 Lite development
techno65535 replied to Cilph's topic in KSP1 Mod Development
Something I'd like to see, and would go along well with the earlier post with probe bodies having short-ranged antennas for robotic tugs and such, is for a short-ranged R/C type controller that can be controlled by any manned craft within range. That is, within one hop, it doesn't matter the number of kerbals in the craft the R/C craft can be controlled. While not much of an issue while there's no time-delay would be useful for say a station in Jool orbit that just had a new part delivered and it's got to send it's robotic RCS tugs out to move it into proper position and the station doesn't have the 3/6/9/however many kerbals are needed for a secondary command node. -
Frameshift and FTL Drives– Puffin Technologies
techno65535 replied to OrbitusII's topic in KSP1 Mod Development
These words here made me think of the 'Star Carrier' series by Ian Douglas and 'The Stars at War by Steve White respectively. If you haven't read them you should, quite good reads. The drive in 'The Stars at War' is very much like the sub-luminial mode you described, though without the red/blue shift and instant accelleration to a certain percentage of the speed of light...okay, maybe not so much like it but close in how it's described it works. -
So, saw this thread and my first thought: "Will this work with the Kethane plugin without modification?" Can't wait to see what comes of this.
-
LLL - Lack Luster Labs - Development Thread
techno65535 replied to Lack's topic in KSP1 Mod Development
@Ember That dock reminds me of the docking tubes I remember seeing for H.O.M.E. 2. The landing legs looked cool too, only suggestion I'd make would be a second version where the legs extend out at an angle instead of just straight down for stability. @Lack After seeing that rover you made with the wheel cut-outs made me think a control pod that was also a 2x1-1x1 adapter could be useful. -
LLL - Lack Luster Labs - Development Thread
techno65535 replied to Lack's topic in KSP1 Mod Development
"V" for victory! Ship looks cool, any particular inspiration for it? -
Funniest loading screen slpash sentences
techno65535 replied to Moustachauve's topic in KSP1 Discussion
No, it should be "kAdding kK kto kEvery kWord"! Isn't that what KDE already does? ...So, KDE was made by kerbals, that explains everything! -
Frameshift and FTL Drives– Puffin Technologies
techno65535 replied to OrbitusII's topic in KSP1 Mod Development
Oh, so it's basically just Kraken bait? You should release it under that name then! -
LLL - Lack Luster Labs - Development Thread
techno65535 replied to Lack's topic in KSP1 Mod Development
I see batteries and fiddly-bits. Looking great. -
Glad to hear you're thinking of revisiting/expanding on the station rings. Big request I've got at this time would be for a ring that can rotate and have parts attached radially to it. That is, anything attached to the stack nodes at the hub wouldn't turn, but anything attached to the surface of the ring/to the struts would rotate with the ring. Would probably require tying into damned robotics. Constant rotation without having to hold down a button would be a big bonus.