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KSP2 Release Notes
Everything posted by Krakatoa
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[1.3+] Stockalike Station Parts Expansion [retired]
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Quote from Nertea back on page 5 (I'd suggest just reading the last ~4 pages): Ok, I'll provide that eventually. Mostly things are just multiples of hitchiker lengths, so that's fairly simple. Eg. all the short parts are 1x hitchiker, all the long are 2x hitchiker, with some exceptions So important note: This version of SSPX will actually be a completely different project/path. This is to be nice to people who want to upgrade, as literally nothing will survive unchanged. This means that SSPX is only being maintained up 1.3.1 now. You can follow its development in the new git project I created. In addition, I have finalized the 2.5m parts list. This is fairly ambitious. -snip- -
[1.3+] Stockalike Station Parts Expansion [retired]
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Yes, it's a future update. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
It might, but I just found the relevant part in the GondHab2 file. @MODULE[WBIMultiConverter] { @name = WBIMultipurposeHab allowedTags = moleHab @templateNodes = GONDOCOMMON;GONDOHAB;PATH_HABITATION efficiency = 0.2 productivity = 0.2 materialCostModifier = 0.5 } Where it says @templateNodes is where it pulls from other sorts of templates, so you can see it also picks up the Pathfinder Habitation templates. I'm not sure if those empty parts can mess anything up, but I'd just look at one of those pathfinder templates and copy that. So long as it starts with one of those three nodes, the GondoHab will be able to pick it up. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
Check the bottom of the cfg for the GondLab2. It has the templates built in to the cfg for the part rather than pulled out into a template folder. You'll notice sections like GONDOLAB { author = Angel-125 name = GondoLab title = Mobile Processing Lab mass = 1.375 requiredResource = Equipment requiredAmount = 550 reconfigureSkill = ScienceSkill logoPanel = WildBlueIndustries/Heisenberg/Decals/MOLELab glowPanel = WildBlueIndustries/Heisenberg/Decals/MOLELab description = Configured as a Mobile Processing Lab, the GondoLab can perform extensive research on science experiments and clean them for reuse, albiet at reduced capacity compared to the MPL-LG-2 due to its smaller size. toolTip = You can clean experiments just like the MPL-LG-2. toolTipTitle = Your First Gondola Mobile Processing Lab enableMPLModules = true ignoreMaterialModifier = true templateTags = mole MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = WBIDataTransferUtility } MODULE { name = WBISciLabOpsView showOpsView = true } } This is the MPL template for the GondoLab, but it at least shows where the important things are, and you should be able to find the rest of them in the file now that you know what you're looking for. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
This is from the Pathfinder wiki, but it's all the same in how it calls on things. Knowledge for power I don't use USI-LS, so I'm unfortunately not the person to have a good answer about how to get its modules working. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I know that in general, WBI's patches for USI integration are way out of date because Angel doesn't use 'em and doesn't care to keep it constantly updated. He's stated before that anyone that cares to do the tweaks and submit a PR on github is more than free to do so, though, and maybe the coding for making it a hab can be figured out. For the GondOffice survey station, I made my own template to turn the centrifuge from DSEV into an almost all-in-one EPL resource chain, and it isn't terribly difficult to make an MM patch to give a part another module, so maybe that or an EPL template for your GondOffice would be a good idea? -
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
The idea is clearly to drive orbital velocities while in contact with the ground. 3 stars, I'm assuming? -
With the science and funds to unlock, at least, you can turn on the option to have to pay funds to unlock each individual part in each node. It's in the stock difficulty options menu.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Krakatoa replied to Nils277's topic in KSP1 Mod Releases
Fengist over at The Maritime Pack (check the bottom of the page I linked)is working on exactly that, even looking for beta testers, if it isn't something Nils277 is looking to add in at the moment. -
Stockalike Station Parts Expansion by Nertea is one of my favorites, and the Mk2 expansion(and Mk3, though it's technically a WIP) by SuicidalInsanity has a number of great options, as well, though SSPX uses IFS and the Mk2/3 uses B9PartSwitch, which I deal with, but I think it throws a few errors on loading the game because of having both tank switchers. It all kinda depends on the size pieces you are looking for. MOLE by Angel-125 is also an option, as it revolves around early-stage stations and has a number of options. I'm sure there's more, but these are the ones I'm using at the moment.
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Hahah, the dangers of warp travel. *epic music* Stardate: today. Everything is going swimmingly, about to come out of warp. *poof*
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The spacedock and ship launcher are going to be a primary purpose of my Duna mothership, pretty excited about what I'm gonna do with that. Using the smaller one for my "believability" for this particular ship and it'll be able to launch small landers or planes. Is your idea to make a sort of mount or cradle that can hold the D2 pieces for landing chunks of bases?
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I'm not using any of the MCM pieces, though I thought about it. Installed at one point, but my derpiness with trying to install it lead to me deleting it and moving on. I'd love to see and use the spiritual successor, though, because the role they fit is something I've been wanting.
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Been moving the last couple days and just got the comp set up in the new spot. Can I like this twice?
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
I haven't been using Mk IV (which was clearly my mistake, holy carp), but just to make sure the install instructions work, I downloaded from SpaceDock, stripped every folder except for the MkIV folder, and deleted the plugin folder from the inside of that. Dropped the resulting MkIV folder into my GameData folder, and shazaam! These pieces are gorgeous, and I'm gonna find a way to get them involved. Edited to add: I use all the NFT packs and basically the rest of @Nertea's mods, so I had all the updated dependencies from keeping those up to date. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
All depends on what you wanna go for. That it's concept art from the 50s or 60s makes it good enough for me -
Totally get that. As it is, I think the 1.25m tanks look pretty nice as they are, similar but distinct from the stock tanks, just better looking and with more details.
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FWIW, I also think an option to choose a "light" or "dark" scheme would be fantastic. I prefer darker layouts, or at least some color to break up the white for the happiness of my eyes.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
Quoting here from the first post, or OP. Follow these instructions exactly, and you will have SVE working on your game, so long as you are in 1.3. If you are asking which of these 5 to download, the answer is all of them. Textures - use the res pack appropriate for your computer, not all 3. The rest is very straightforward so long as you take a look at the readme's or just follow the directions. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
This is all in the first post, Trekkie. The one that doesn't say "configs." It's the most recent release in a zip. -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
It's in the first post under "How to Install" Environmental Visual Enhancements -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Krakatoa replied to SuicidalInsanity's topic in KSP1 Mod Releases
I'm all for people trying to figure stuff out and get things working, and asking is usually the best way, but this has been answered on this page and the previous page and several other times since the last NFE patch. This question was even answered in the post directly before one of your previous responses on this thread.- 1,520 replies
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