dxeh
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Everything posted by dxeh
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[1.12.X] Neptune Camera - Basic Camera Utility [4.3][21.06.2023]
dxeh replied to Beale's topic in KSP1 Mod Releases
so is this confirmed to work with 1.12.x ? -
Running [forced] 1.12.2 modded. After installing FAR Maragoni i am unable to head into VAB or SPH. When entering Research Building, the exit button does not work no longer. Wether this is cause by "000_KSPBurst" or the actuall "FerramAerospaceResearch" files, im unsure. Unfortunately for me, cant be used on 1.12 in my case...
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- aerodynamics
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FLASH FLASH FLASH https://spacedock.info/mod/2066/Outer Kerbin Outer Kerbin has been updated to match 1.12.x! Biomemap reverted back to the old one, on Iszmi. As previous, simplified biome map, caused issues. Planning to add new moon in next version.
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Cheers. will do
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i get the following after updating...
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
dxeh replied to Probus's topic in KSP1 Mod Releases
love this techtree. But somehow hate it's overall layout in the R&D.. is there a way to re-arange them for a better overview?- 1,027 replies
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- tech tree
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
dxeh replied to Gameslinx's topic in KSP1 Mod Releases
Thanks ill go for a constellation around it, as it is multi use than- 1,646 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
dxeh replied to Gameslinx's topic in KSP1 Mod Releases
Still running this on the beloved 1.8.1.. Curious IF there is even a geostat possible around rhode, or is that in the orbit of Lua?- 1,646 replies
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tested it for a while on a new save. and i like the setup! this is a keeper for me. thnx
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hehe. good point. No worries.. Will give this a go on Beyond Home. So far looking good.
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will check this out on my new save! Edit ; As kerbin ground science is set to 0. Does science gathering away from KSC with, lets say, rovers, still work?
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Explorer: An Extended Grand Tour with 135 Landings
dxeh replied to JacobJHC's topic in KSP1 Mission Reports
Awesome! Thank you for planting that flag on Phybi and Izmi!- 27 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
dxeh replied to Thomas P.'s topic in KSP1 Mod Releases
So i know the dev's are doing a great job on converting this to 1.9 But is there any way we can get a status update on that ? If not. i understand -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
dxeh replied to cybutek's topic in KSP1 Mod Releases
doesn't work properly in 1.9 indeed. Yes it gives orbital references as AP and PE and such. But the function of dV readouts and manouvrenode readouts doesn't seem to work on my end. Also my KER UI positions reset every time i boot the game. Edit : was using the 1.1.7.0. version.... -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
dxeh replied to flart's topic in KSP1 Mod Releases
Ref Extra-Consumptor -> CommNet Antennas Info [WRN 19:55:48.498] [ModuleManager] 2 warnings related to GameData/Extras-Consumptor/CommNetAntennasInfo/Configs/ModuleGeneratorAntenna.cfg @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[RELAY]]]:LAST[CommNetAntennasInfo] { tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$ @tempVar *= 0.00000000001 MODULE { name = ModuleGeneratorAntenna isAlwaysActive = false INPUT_RESOURCE { name = ElectricCharge rate = #$../../tempVar$ } } } @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[DIRECT]]]:LAST[CommNetAntennasInfo] { tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$ @tempVar *= 0.00000000001 @tempVar *= 0.4 MODULE { name = ModuleGeneratorAntenna isAlwaysActive = false INPUT_RESOURCE { name = ElectricCharge rate = #$../../tempVar$ } } } // INTERNAL Antennas Consumption is disabled, because 0.8 EC/year doesn't make a difference. //@PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[INTERNAL]]]:LAST[CommNetAntennasInfo] //{ // tempVar = #$MODULE[ModuleDataTransmitte*]/antennaPower$ // @tempVar *= 0.00000000001 // // MODULE // { // name = ModuleGeneratorAntenna // isAlwaysActive = false // INPUT_RESOURCE // { // name = ElectricCharge // rate = #$../../tempVar$ // } // } //} -
love the new NF eXploration... allthough antenna path rendering does NOT work when RemoteTech is enabled..
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Current version comfirmed to work with 1.8.1. Will update this version later this week, and might even start working on an new addition to the pack!
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Fair enough. Thnx
- 2,505 replies
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- life support
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Currently mod is not working properly with Near Future Solar and Near Future Electrical. As for NFS : Solar panels remain "occluded by vessel" whilst tracking the sun. Therefor not generating any EC. As for NFE : Reactors don't seem to generate any EC, and NFE's Reactor Control Panels ain't showing. Removing Kerbalism from gamedata sorts this issue, but really want to keep using Kerbalism as i like the new game mechanics. Noticed that dev's are working on it, but if anyone has any hotfixes, would be glad to hear.
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- life support
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ah thats excrements to hear mate.. whenever you get it, feel free
- 52 replies
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whoooaaaa. late response, but go ahead!.. curious on the outcome!
- 52 replies
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i like your idea, but i think i don't have that much knowledge of ksp-modding at this moment to make it happen. But i'm willing to learn if some can show me the way hehe. Than the other thing, find the time to do so hehe. Oh, and i finaly did that biome fix for Iszmi... and adjusted the gravity for both planets while doing so. Version 1.1 is available now!
- 52 replies
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If you wish to use it as a base, but don't run away with the credits of them im ok with it . Got plans to extend the pack in the future when i find some time myself. Yes Sir! Cool thanks for letting me know, and yes, basically the mod should work with every pack that indeed, does not alter kerbin and its moons
- 52 replies
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yea but that way they only really work when you have, lets say, a beam with wheels on both ends and the servo in the middle. But than it's more of a rotational spring than a actual dampin spring. I might understand it wrong otherwise, and if so, can you show a screenshot of what yo mean
- 290 replies
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- surface features
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