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Everything posted by wenth
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
wenth replied to Dewar's topic in KSP1 Mod Releases
@Dewar is there a setting on my end that would make gold and/or gold ore show up in the community resource pack or....what ever it is that lets me use configurable cargo containers like USI Kontainers -
AWESOME! THANKS! had to stop using it due to eventually being washed out with even just 3 other stars can start using it again thank you!
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- kerbal space program
- kopernicus
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I don't see any mention of it but felt I would ask any ways. has the lighting bug that makes every thing bright as a million suns at any distance been solved?
- 977 replies
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- kerbal space program
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BattleTech/Mechwarrior DropShip Parts Packs [WIP] Authors: @wenth Download Link (Current Version: A.01 "HYPER ALPHA RELEASE") Helpers: (people that helped my dumb kerbal butt figure this all out) -Damon (for helping me get the dam parts to show up at all) -Krakatoa (for helping me with smoke and flame FXs) -JadeOfMar (for generally always sticking his nose in and letting me know when im not even asking the right question) Mod Developers/Makers/Maintainers: (pepole whos assets we have used or used to make the game work) -Boots (Developer/Maintainer of the ESLD Jump Beacons Revived mod originally made by TMarkos) for allowing us to use his mod for a dependency in our Jumpships pack and answering any questions we had about dependency/part creation involved there in. Mod Integration/Dependency/Optional Dependency: -ESLD Jump Beacons Revived (approved) -TweakScale (pending permission) Work/Progress/Status Tree Phase One: Basic Thrusters, Manatee Parts and Art Standardization Phase Two: Bigger Bolder Rounder! Phase Three: UTILITY! Phase Four: To Boldly Go!/Jumpships add-on pack Phase Five: Polish a turd Bonus Phase: Plus Ultra! Planed Packs Core/Core Supplements Addons Opening: I have always loved the BattleTech universe and the Mechwarrior series that goes along with it combine that with my love of KSP and my predisposition to building massive drop ships for package delivery and habit of making giant payloads that can only really be dropped via skycrane It feels natural for me to try and bring the massive scale of battletech drop ships to KSP with a parts pack! With that in mind how ever this is my first parts pack and true attempt at modding AND my first time using these (3ds max student) modeling programs with only a background in 3D printing and CADD its slow going and any help is welcome! And no we will be focusing on more then just clan wolf they just happen to be my favoret/first clan. LOW POLY! This mod takes its style and inspiration from the entire world of mechwarrior/battletech but its model are more in the style of mechwarrior 2 (my first mechwarrior game and indoctrination into clan wolf) Parts Inspirations/goals: Our first Parts goal is to make a Spheroid drop ship (BUT WAIT SPHERES ARE HARD!) True but we are going to cheat here and make the Manatee first! Spheroid in classification only its more like a fancy fuel tank in design! At this point in time we have no goals to make actual mechs (sorry) our fallowing goals should we succeed in creating the Manatee is to move on to the Leopard Areodyne drop ship Parts/Ship Logic: Our first ship will be split into 3 or 4 sections for simplicity sake -Base (holding the thrusters and flat or snap points for legs to be designed at a later date) -The Hanger (taking up the bulk of the center section) -Fuel tanks (taking up the remainder of the center and forming most of the top -The Bridge (capping off the ship and holding the pilots/crew) Parts NOT included I have no intention to add guns or lasers or any thing like that sadly. HOW EVER! I do plan on leaving snap points for them so you may use any of the existing weapons mods or make your own should you feel up to the task! Help is welcome as this is our first attempt at a mod any one wanting to help cfg or model or test is welcome to do so! Impossible Fantasy (ya......not going to happen I dont even know what its called yet, but let me dream)
- 26 replies
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- battletech
- mechwarrior
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ya iv tried to mess around with the CFG files for parts before and....well I cant seem to not ruin the part/crash the game. so looking for some one that can help me with the CFG seeing as Id like to make parts with working ramps, sic labs, landing legs, custom engs and i cant even get the isp/thrust to change on stock engs with out ruining the game some how.
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Looking for coder for help making a parts pack. Wanting to make a mechwarrior/battletech stock alike-ish parts pack but I'm excrements with code and cfgs but I can 3D model. Any one willing to help bring battletech/mechwarrior style dropships and parts to ksp! (sorry not thinking of full mechs people already make stock magic ones even)
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[WIP] [1.3.1] DoubleDouble (DD) (v1.1) (Abandoned)
wenth replied to SamBelanger's topic in KSP1 Mod Development
Probably a dum question. are the new worlds compatible with community resources and stock ore generation?- 167 replies
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- dd
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
i have no coding exp or knowledge to speak of at all. but perhaps you could use a check code after a craft is selected that if its part count is over say 20 or its tons count over say 5 or the required resource exceeds say 2000 rocket parts that it swaps to the MKS parts from rocketparts. Again no idea but thats the thought I had. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
*holding various guts and bits of code* hay it worked!!! thanks! love mks but would love an option to only have to use it for larger parts or some thing instead of every thing. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
I'm trying to use the rocket parts option for launchpads with MKS but I don't know how to switch it from Materialkits and specialized parts to rocket parts. Is there a guide or is it even possible to tell it to switch? (rocket parts are listed in the descriptions but it shows up as material kits when i go to build some thing) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
wenth replied to politas's topic in KSP1 Mod Releases
is there a way to auto install older versions of mods? -
I am trying to create some battletech style drop ships (see below) but I'm at a lack for curved parts. Does any one know of a parts pack (1.3) with curved structural parts other then clear domes?
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
wenth replied to SuicidalInsanity's topic in KSP1 Mod Development
question. i have no mods that modify prices (to my knowledge and iv checked as much as i can) why does the mk3 inline command bridge cost 92,500 but the mk3 cockpit is only 10,000?- 862 replies
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[1.2.2] Netherdyne Mass Driver Mod- Version 1.3.2 is now LIVE!
wenth replied to Northstar1989's topic in KSP1 Mod Development
hay i built some thing like this with the current parts to launch cans of ore and gold into orbit for pick up.- 218 replies
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- magnetic propulsion
- mass driver
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[1.2.2] Netherdyne Mass Driver Mod- Version 1.3.2 is now LIVE!
wenth replied to Northstar1989's topic in KSP1 Mod Development
ripped every thing out and it works....some times.....most the time i click the arm button and....nothing happens....no more options show up or any thing OK i think...THINK! i found the problem. it simply dosnt tell me if i dont have enough maximum energy to fire the coils so it looks like nothing happens.- 218 replies
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- magnetic propulsion
- mass driver
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[1.2.2] Netherdyne Mass Driver Mod- Version 1.3.2 is now LIVE!
wenth replied to Northstar1989's topic in KSP1 Mod Development
is any one else having issues with the accelerators simply not firing. I can click ARM but then nothing changes. i dont get the secondary options to fire.- 218 replies
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- magnetic propulsion
- mass driver
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
Im....not really sure any more....iv had so many other projects i had to take care of starting with a Komet coming almost directly at KSP I....may have forgotten. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
Holy....never mind...I think.....i finally got it.....after a month of messing around with it... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
asking if iv missed any thing glaring. not for trouble shooting advice. nothing strikes me as not working just me being a dope and not figuring things out even with a billion guides at hand. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude cant seem to get the tundra assembly plant to work iv got a pdu on it (tundra power distribution unit) as well as a logistics unit iv turned on the pdu but it keeps telling me there is not PDU in range. any suggestions? -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
wenth replied to dboi88's topic in KSP1 Mod Releases
@dboi88 OOOOOO so they are meant to be placed "in line" on a node and then have the container place on them....interesting i was using them radially and very confused by them. i see that i can drop the cargo pod in flight. can i redock them? or is it let go any then that port is done? -
[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
wenth replied to dboi88's topic in KSP1 Mod Releases
@dboi88 ....what is this csi cargo bay module....it seems to be a docking port of some kind....but it has really cool looking clamping strut like things. is it a giant docking port or am i using it wrong? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
wenth replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude clarify for me please. when using a drill and it says say "mettalic ore=>water" that means its going to try to pull up mettalic ore AND water (but try to do so with a prefrence for mettalic ore) correct? so i can mine 2 materials with one drill head?