

DracoSilverpath
Members-
Posts
173 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by DracoSilverpath
-
Ahh I see, fair enough! Either way, can't wait till this is released! Also, have you gotten around to making resource maps for the planets yet? I'm looking forward to making an intergalactic mining empire on some of these.
- 284 replies
-
- 1
-
-
- planets
- star systems
-
(and 3 more)
Tagged with:
-
Just wanted to say, this mod looks absolutely brilliant! On your release notes, you mention making sets of long range antennas. Do you really feel this is entirely necessary? There are already mods out there (JX2Antenna as an example) that already do a great job of this, would it not be more expediant to simply use that, or even make a custom config for such a mod to increase the range if you're unhappy with it?
- 284 replies
-
- 1
-
-
- planets
- star systems
-
(and 3 more)
Tagged with:
-
[1.2.1]Arkas: Development Edition
DracoSilverpath replied to The White Guardian's topic in KSP1 Mod Development
With the recent update/release of The Spice for 1.4.2, I'd -love- to see this mod updated! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
DracoSilverpath replied to tomek.piotrowski's topic in KSP1 Mod Releases
Not entirely sur eif this has been asked before, but figured I'd ask anyways~ So, i know stock commNet has remote probe control if you ar eusing certain command modules/pods, is there a way to make the Remote Tech command module system work in the same way? I enjoy RT's command station idea with a bunch of kerbals, but much prefer the versatility of the stock system's ability to control a probe with just 1 kerbal orbiting a planet, while sending down a module to the surface via remote. Edit: To accomplish this, would changing the RTCommandMinCrew to 1 in the source and recompiling the dll be the sort of solution I'd need to do? Or would there need ot be more changes? I know there's a few other prerequisites for a vessel to be considered a Command Station, but i'm just not exactly sure all of what. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
DracoSilverpath replied to JadeOfMaar's topic in KSP1 Mod Releases
Interesting mod! How will the moving of the engine to a new Tree Node effect how things are handled when using CTT? -
I came by to ask the very same question!
- 173 replies
-
- reaction wheels
- rotation
-
(and 1 more)
Tagged with:
-
I came acrossd this wile looking for info about the 1.4 dx11/12 bugs, and wow, this is gorgeous! Now if only this was something you could simply do ingame to change the color tint of a part on a whim....
-
[1.8-1.9] Modular Fuel Tanks v5.13.1
DracoSilverpath replied to taniwha's topic in KSP1 Mod Releases
Hey there! Its likely been mentioned somehwere, but upon launching ksp 1.4.2 with this mod, it says it is not supported. does that mean it is not working at all? Or is this just an annoying popup I should ignore for now? -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
DracoSilverpath replied to nightingale's topic in KSP1 Mod Releases
Can confirm this, it does the exact same thing on the latest release. -
Thank you for updating this! question though, is FAR still a requirement for this, as it says on the front page here? Or, is it simply saying that FAR Vx.x.x needs to be used, if using it at all.
-
[1.3.1, 1.4.1+] Settings Master
DracoSilverpath replied to linuxgurugamer's topic in KSP1 Mod Releases
Already did! The only other way I've found to edit settings liek this so far, is to actually go and open up the save persistant file and manually edit the text settings in there, far from a good solution -
[1.3.1, 1.4.1+] Settings Master
DracoSilverpath replied to linuxgurugamer's topic in KSP1 Mod Releases
I really hope you do manage to get permission to do so! So, without this mod, are we just SOL in regards to editing any of those settings that are missing/hidden on the list, or is there any workarounds? -
[1.12.x] Near Future Technologies (September 6)
DracoSilverpath replied to Nertea's topic in KSP1 Mod Releases
I'd vote for individual releases personally. Construction isn't high on my want-list as of right now, but I'd kill to have the tohers! -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
DracoSilverpath replied to Probus's topic in KSP1 Mod Releases
So, any chance you're gonna get around to updating the github repo linked on the first page, as it says?- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
So, I've come to find myself at an impass with KPS, more of games in general really, but especially KSP. Up till the start of the year, I've had nothing but loads of free time, and spent much of that time modding games and playing them. I would spend a solid work week+ just on mod huting and isntalling, testing, before I even set foot into the game itself, but am finding it very hard to do so nowadays with real work and time constraints! I recently reinstalled KSP after a long break, came back for the expansion really and caught the modding bug once more. I go to work, come home, check spacedock and the release forums here for new mods, checking for updates to already installed ones, etc. and end up not playing/barely playing the game at all. Part of me is super frustrated by this, but another part of me, the modder, really enjoys all the work that goes into it, almost as enjoyable as playing the actual game in some respects I've found, but never truely the same. So what about you all, do you ever find yourself torn between getting all the shiny mods put into a nice, playable package. Or, do you just play stock/grab a handful of essentials and just go with that?
-
[1.3.1, 1.4.1+] Settings Master
DracoSilverpath replied to linuxgurugamer's topic in KSP1 Mod Releases
Great mod! bit of an issue though, unless i'm misunderstanding it... Upon installation, already having the prerequisites, it shows up, highlight colors change, and the blizzy toolbar checkbox works fine, but the show/hide functions does not, at all. Selecting any mod to hide it, doesn't work, and the hide all button also does not actually hide any of them sadly. -
In regards to BDB, barring it being updated, i've uninstalled it entirely and instead added in several smaller and mroe manageable mods to semi take its place. In its current form mostly works, but there is some glaring problems that need working on ebfore I'll consider it again really. From what I did play of it though with UBM, it simply added way too much in, and completely overwhelmed the tree as is, so I think you're entirely right about needing more nodes in general to spread upon. Its engine balances weren't actually all that bad from what I found in comparison to some of the stock or modded engines, so theres that also. I do play with some of those SETI addons also, and my opinions so far are as follows: SETI Contracts: Seems to work perfectly fine, not found any real issues with it besides some odd syntaxing of misison names is all. SETI Remote Tech config: Seems to work alright, no issues really. Though I also went in and changed some of the things I didn't like about it myself.
-
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
DracoSilverpath replied to Probus's topic in KSP1 Mod Releases
Looking forward to it! I've been chmping at the bit for this mod- 1,028 replies
-
- tech tree
- engineering
-
(and 1 more)
Tagged with:
-
[1.12.x] Filter Extensions (No localization)
DracoSilverpath replied to linuxgurugamer's topic in KSP1 Mod Releases
Soo, silly question, but how/where do you access the options that you can select when making a new game, later on? I accidentally had it set to hide unpurchased parts, and its coming back to haunt me! whereabouts can this be changed? Or can it? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
DracoSilverpath replied to nightingale's topic in KSP1 Mod Releases
Hey there, is there any way to get access to the difficulty setting soptions for CC after starting a game? There was options to turn off/on different contracts and such, and i'm now regretting not turning some of them off!- 5,225 replies
-
Yes I do have that, that doesn't solve my issue. The parts in CTT are not unlocking at the same nodes as the normal versions, and thus are generating in contracts, which in turn clutters up my contracts with things i'm not really wanting to use at the moment either. Its a bit of a cascading effect really.