-
Posts
480 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Krakatoa
-
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?
-
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.
-
Been moving the last couple days and just got the comp set up in the new spot. Can I like this twice?
-
[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.
-
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.
-
[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.- 1,509 replies
-
- 1
-
- parts
- spaceplanes
-
(and 1 more)
Tagged with:
-
Dunno why there wasn't an answer to your question. My .02 is that having it set up to allow for Localization means people who like your parts who are multilingual may take it on themselves to do some of the translations for you, so might be worth setting up the framework for them to go through and help.
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Krakatoa replied to Galileo's topic in KSP1 Mod Releases
I don't see an EVE folder, which is one of the dependencies. That's probably part of what's throwing you off. MM has updated to 2.8.1, which may also be necessary for everything to work right in your game once you install EVE. -
Well, Wild Blue Industries has Snacks! and I know for a fact that Angel-125 has created Deep Freeze parts for the WBI set. PBS and all the WBI mods play well together and there are even parts to bridge between them. Both PBS and WBI have greenhouse bits or ways to create the life support stuff. Snacks! is probably one of the easier LS mods, and may be mostly about just keeping food nearby. I scare myself away from LS mods, so I don't know how deep it goes on the resource chain, but it's an option.
-
Dunno if any of these are what you're looking for, but there's a dev thread and a release thread for Cacteye Optics. There's also Research Bodies and Tarsier Space Technologies. Most seem to be about looking at the planet as a whole from say your home planet, but I don't use them, so I don't know if one has the ability to look even closer. They are really cool in that they give real-ish space telescope abilities to your program.
-
Aye, I play on career mode, so something that serves a purpose is always welcome. I use a number of mod packs that can take advantage of dispersed bases like USI and Wild Blue Industries, and at the very least, science returns and having something really interesting in a very different sort of biome is always cool. I haven't gotten to Jool in my current save, so I haven't checked out the mineral dispersal on any water-bearing planets except Kerbin. I figure truss parts should be able to handle pretty serious pressures, and might make for good underwater bases, so I could start with figuring it out for Near Future Construction. How could I go about adding maxPressure to those? Would I go part by part with: @PART[truss_octo_1,truss_octo_2] { maxPressure = 8000 //Or whatever appropriate number } Or could I do more of a catch-all per mod?
-
Everyone has seen videos or images of intrepid space programs setting up submarines or undersea bases on Laythe. Trouble is, unless you have part invincibility turned on, your bases will implode to the pressure before you can develop SeaLab 2020, possibly before you reach a safe spot on the bottom. I'd like to use this thread to collect information from anyone who may have something to offer on parts or MM patches to help build a solid underwater base without giving your ships the invincibility of Superman. To start off with, there are several mods still being supported/developed that give submarine parts, with a maxPressure value defined in their .cfg files. @Fengist's The Maritime Pack and 1869 Steampunk Mod @RoverDude's Sub Pack, part of the Exploration Pack of the USI suite @SpannerMonkey(smce)'s multiple packs, including SM Marine These are all amazing, each for what they add, but there's not as much in the way of stationary mining bases or the like. My personal search is to find a framework to write a patch for specific pieces I would like to exhibit greater pressure resistance for deep sea bases on Laythe, etc, or build one that uses some metric of strength existing on parts already to give them a maxPressure value. Thoughts, pictures of your awesome undersea base and discussion of the mods you use, etc, are all welcome here!
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Judging from all the chatter for the last couple months on this thread, it is working if you go through just a few hoops. You can enjoy those tanks straight away! -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
Krakatoa replied to dboi88's topic in KSP1 Mod Releases
More'n happy to figure it out, but I think you may have already done the work if I just tweak your code a bit. In your EPL patch, you have: @PART[CSIfreightergrinder]:NEEDS[Launchpad,!KolonyTools] { RESOURCE { name = MetalOre amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = Metal amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = RocketParts amount = 0.0 maxAmount = 32200.0 } } @PART[CSIfreightergrinder]:NEEDS[Launchpad,KolonyTools] { RESOURCE { name = Recyclables amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = SpecializedParts amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = MaterialKits amount = 0.0 maxAmount = 32200.0 } } which I'm pretty sure (learning code right now, so still not sure) says if you have Launchpad, but not KolonyTools, then use this set, and if you have both, then use this other set. If I just delete the second set and use the needs from that one for the first, will that do it? Just trying to keep MM from trying to set it then reset it. Basically just leaving it with: @PART[CSIfreightergrinder]:NEEDS[Launchpad,KolonyTools] { RESOURCE { name = MetalOre amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = Metal amount = 0.0 maxAmount = 32200.0 } RESOURCE { name = RocketParts amount = 0.0 maxAmount = 32200.0 } } and doing that for the other parts as well. Only real change is deleting the second @PART patch and deleting the ! from the first :NEEDS. -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
Krakatoa replied to dboi88's topic in KSP1 Mod Releases
@dboi88 Hey there, I have a bit of an off-case question for you. I use EPL and have MKS installed, but the MKS override of EPL's resources disabled so I can use the original chain. I found the corresponding part of your code, but I can't figure out how to cleanly force it to use your setup for EPL resources without Kolony Tools installed. Should I just delete the MKS resource portions and change the needs to just Launchpad? Love your gorgeous models and clever use of snipping meshes/textures. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Krakatoa replied to Nertea's topic in KSP1 Mod Releases
Hah! That's mighty good to know. I've got a monster of a mother ship built almost entirely out of NFT parts and have built it with 2 of the large square microchannel graphene radiators and 4 of the triangles, forming a bit of a shell around a Scylla. They're also cooling an Excalibur. Was doing a test on the runway with the Scylla in LH2/Ox mode and all the generators running at full and the heat didn't wiggle. Did I actually overkill the cooling, or is that likely a heat bug? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Krakatoa replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm usually able to just click the screen in IVA and it brings up a window that lets you choose out of your screenshot gallery. So you could put pics in your screenshot gallery, I think. Not the Steam one, but the KSP one.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with: