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KSP2 Release Notes
Everything posted by COL.R.Neville
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looks like the OPT folks removed the opt_ from their part names so here is a new OPT_TweakScale.cfg
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yeah shadows patch i use as well as just hitting the complete contract button on alt f12.
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[1.12.x] Freight Transport Technologies [v0.6.0]
COL.R.Neville replied to RoverDude's topic in KSP1 Mod Releases
If you use the starlifter cargo truss and the lil container holders (cargo adapters i think they are called) it wont pass the containers weight thru and the kraken awakens. also there seems to be quite a bit of gap with the 3.75 containers and the cargo adapter. If you connect the containers directly to the truss its all good. not only giant wheels but big ass landing gear like the coreworks c7 you know sorta like voyager has or soup up the aset landing gear they are pretty sweet as well. speaking of wheels, landing gear etc who are the resident SME's on the subject course im just assuming there is more than one hehe. -
i couldnt remember if it recharged when you got back in and if you are doing surface experiments etc and unable to recharge you need a lil ec. you can make it anything you want. so long story short SWAG technically the guy is a ship so you could add a singularity reactor and warp drive if you wanted to hehe
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KSP Interstellar Extended Continued Development Thread
COL.R.Neville replied to FreeThinker's topic in KSP1 Mod Development
ah okay. new change. before you just needed solar energy and they would xmit,receive or relay. read thru the docs on the wiki and other places but didnt see that part or probably missed the ONE that did say something about that. good to know. thanks -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
COL.R.Neville replied to Ven's topic in KSP1 Mod Development
yeah everything besides what i have commented out seems to work fine -
KSP Interstellar Extended Continued Development Thread
COL.R.Neville replied to FreeThinker's topic in KSP1 Mod Development
so checking out the power transmission stuff microwave in particular. I think its busted cant seem to find a xmitter even though the descriptions list multiple ones. and the cfg/s seem to contain xmitter code but it seems to be named the same thing as the reciever. title = Pivoted Microwave Phased Array Relay Recieverer manufacturer = DragonTech description = Capable of transmitting, receiving or relaying microwave beamed power. MODULE { name = MicrowavePowerReceiver animName = Deploy receiverType = 2 collectorArea = 75 diameter = 10 maximumPower = 10000 facingThreshold = 0.25 facingExponent = 0.25 minimumWavelength = 0.003189281 maximumWavelength = 0.008565499 efficiencyPercentage = 90 } MODULE { name = MicrowavePowerTransmitter animName = Deploy maximumPower = 10000 canTransmit = true canRelay = true canFunctionOnSurface = true apertureDiameter = 10 atmosphericAbsorption = 0.44 efficiencyPercentage = 80 nativeWaveLength = 0.003189281 nativeAtmosphericAbsorptionPercentage = 44 } MODULE { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle eventAvailableEditor = true eventAvialableFlight = false eventAvialableEVA = false instantAnimInEditor = false } -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
COL.R.Neville replied to Crzyrndm's topic in KSP1 Mod Releases
you might be able to find an old one from the previous version on github. but i dont know which file controls the "Stock" buttons. -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
COL.R.Neville replied to Crzyrndm's topic in KSP1 Mod Releases
is there any way to group engines together by their ASL,VAC thrust either sorted by either of those or by a range of like 0-100 etc..? -
[old thread] Trajectories : atmospheric predictions
COL.R.Neville replied to Youen's topic in KSP1 Mod Releases
yeah doubleplusgood -
yeah oops forgot this is a MM config file create a folder i use zzzMyModParts ,to make sure everything in there is processed last., i call mine kerbalEVAxmitter.cfg eva right clik on kerbal change vessel type to rover or something then accept you should see the symbology change in the upper corner from a guy to the commnet connection only has a range of 2500 m so you need a relay antenna on your rover or ship also makes it where you get full credit for the science. ill admit not a very elegant solution but the only one i could think of at the time hopefully somebody will come along and do a more elegant one.
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i think you should get another nyan cat for every patch you process.
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
COL.R.Neville replied to linuxgurugamer's topic in KSP1 Mod Releases
just curious why two different versions? couldnt you collaspe all that into one so you dont have to try to maintain all that? thanks for this update KW is one of THOSE packs like AIES,Novapunch,B9 that is just a goto. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
COL.R.Neville replied to Galileo's topic in KSP1 Mod Releases
for me if I try to use the force-opengl switch i get a black sky and pink kerbin in the map view. d3d11 seems to work fine. and everyonce in awhile still getting a scatterer/fourier spam -
[1.11.+] ESLD Jump Beacons Revived (1.4.0)
COL.R.Neville replied to Booots's topic in KSP1 Mod Development
saaweet -
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
COL.R.Neville replied to Crzyrndm's topic in KSP1 Mod Releases
probably should do a community filter category id assignment like they do for resources. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
COL.R.Neville replied to Ven's topic in KSP1 Mod Development
yeah squad parts then the utility file //@PART[longAntenna] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/ScienceParts/16 // } // %rescaleFactor = 1 //} //@PART[mediumDishAntenna] { // !mesh = DELETE // !MODEL {} // MODEL { // model = VenStockRevamp/Squad/Parts/ScienceParts/DTS-M1 // } // %rescaleFactor = 1 -
there used to be another log file output or something like that in x64data. the only log i can see to find now is the ksp one in ksp_win64. is there some setting im missing to turn the other back on or did it get done away with in 1.2. also before in the alt f12 screen you used to be able to see the actual part config now it only list the parts did that get zapped as well?
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
COL.R.Neville replied to SuicidalInsanity's topic in KSP1 Mod Releases
yeah ran into the same problem as drtedastro stopped on the viper cockpit. where its looking for real fuels. i have interstellar fuel switch and modular tanks installed but not real fuels since it hasnt been updated yet. maybe from using the texture switching on interstellar is causing some further reach back to real fuels at some point? dunno.- 1,509 replies
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[1.3.0] Filter Extensions 3.0.4 (Jul 11)
COL.R.Neville replied to Crzyrndm's topic in KSP1 Mod Releases
seems like this is stepping on the USI rover,kolonization,logistics,manufacturing tabs in the part editor. had those before installing now i dont. is there some limit to the number of categories there can be in the right side tab. same column that pods is the first item in. -
[1.4] SpaceY Expanded, v1.5 (2018-04-02)
COL.R.Neville replied to NecroBones's topic in KSP1 Mod Releases
cool thanks man love this mod btw use the service bays and decouplers for just about everything.