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KSP2 Release Notes
Everything posted by adm-frb
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Now, how do I make KerbalX recognise my mod? Found the Part Mapper
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WELDED PARTS By adm-frb Licence: CC BY-NC-SA-4.0 Github Development topic ChangeLog: This mod pack idea was partly inspired by my desire to reduce my part count by turning my subassemblies into single parts and watching Bob Fitch's [Felbourn] Project Gateway and Odyssey. In it I discovered the possibility of welding through the UbioZur Welding Ltd. Continued mod. Unfortunately, it is not currently being maintained and doesn't work in KSP 1.8.1 which is the most recent version I'm using... What this pack will amount to is a collection of subassemblies that I have welded - the hard and tedious way - into single parts much like Felbourn used to do with the afore mentioned mod. At present, I just have a single part, but intend for it grow over time. At present, it just needs stock KSP with the Making History DLC, but that could change as it grows... Download (V1.0.0.6/ 21 May 2020) Github Dependencies Bluedog Design Buraeu Restock and Restock+ Supported Third-Party Addons TAC Life Support How To Install 1. Ensure that you have all of the aforementioned dependencies installed. (Minimum dependancies are included in the download, except for Making History.) 2. Remove any previous version of KAE_SYSTEM folder from the GameData folder 3. Click the Download link above 4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory (The parts should then be located under the KAE_SYSTEMS/Part folder) Uninstallation Instructions Remove the KAE_SYSTEMS folder and all its contents from the GameData folder. Acknowledgements zer0Kerbal:- for initial config scripting help Shadowmage:- for making me want to see if it was possible to weld parts into single parts by hand
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Phoebus Service Module This part is done. A few changes carried out over the last few days. I changed the engine to a slightly scaled up version of the 'Torch' from RestockPlus I have also integrated Liquid Fuel, Oxidizer, Monopropellant, a Fuel Cell, Electric Charge and TACLifeSupport Config Think it's ready for an initial release
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Bangs head against desk I've been a dunderhead. I've been developing my own Service Module Part - an Apollo-ish version of the Orion SM for a what if scenario where the shuttle was never developed and instead moved right on to Orion - and I'd forgotten I was testing the new part last night. Most of the engine configs were copy and pasted over from the Cordelle since I used that model for the engine part of the SM. I'm creating it through welding by hand. Then this morning I loaded up the game forgetting that I was testing and thought it was subassembly prototype. Of course it wouldn't look right It wasn't the same engine!!! Despit it looking like it! Moral of this. Wait till I'm fully awake before testing or playing KSP! Thank goodness I'm not a real astronaut!!!! Bangs head against desk!!!
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Any advice, I'm trying to adjust the engine flare and plume, so it is similar in appearance to the J2's plume in a vacuum, barring the colour of course. from this to this The engine is the Cordelle. MODEL_MULTI_PARTICLE { name = flare modelName = Bluedog_DB/FX/PlumeParty/Engines/Tundra/keroSLFlare1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 1.0 2.0 speed = 0.0 2.0 speed = 1.0 2.0 energy = 0.0 0.5 energy = 1.0 1.0 localScale = 1.3,1.3,1.3 //localPosition = 0,0,1.8 } MODEL_MULTI_PARTICLE { name = shock modelName = Bluedog_DB/FX/PlumeParty/Engines/Tundra/keroSLMach1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.01 0.1 emission = 1.0 2.0 speed = 0.0 2.0 speed = 1.0 2.0 energy = 0.0 1.0 energy = 1.0 1.0 localScale = 1.3,1.3,1.3 //localPosition = 0,0,1.8 } I do this sort of thing all the time... Used to have a rocket uploaded on kerbalX until an KSP update broke it. I called it the White Knight. It was the stand-up guy offspring of a Saturn V and a Soyuz R7 rocket
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[1.12.5] Restock - Revamping KSP's art (August 28)
adm-frb replied to Nertea's topic in KSP1 Mod Releases
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Thanks, but I did manage to sort that I'm not actually using the weld mod. I'm doing it all by hand
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Having an issue with Electric Charge. The charge is present, but I can't get it show up as a tweakable in the editor Config
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Repositioning the models Done...
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Got the top and bottom node fixed, but move tool widget is still way, way below the part see pic. Should be roughly centred on the service module
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How the {bleep] did I get three nodes? I only made two... Already using node helper
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Service Module is functional. Could you check my node positions? Also, in the VAB, when I select the service module with the move tool, the move widget appears way, way, way below the part. Thought it should appear around the middle. Think it's connected with the nodes Service Module config
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Actually using that CFG documentation... Thanks for the KSP API
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Sorted
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Doing a little work on a different part. An Apollo-ish Orion Service Module As you can see, I've a couple issues. The adapter model is showing overlapping textures when it should just be the metal variation. And the model at the bottom needs to be scaled down to 1.875m from the 2.5 it is currently. It has no active modules yet, but will eventually be categorised as an engine. still got two models to weld in before I start adding active modules, giving it everything a SM needs... Config on Github
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[1.12.5] Restock - Revamping KSP's art (August 28)
adm-frb replied to Nertea's topic in KSP1 Mod Releases
Happy Birthday Restock and Restock+ One year on since it's release on 6th March 2019 On a slightly more normal note, I was wondering, if on the procedural fairings we could get a black option, as some Russian fairings are that colour?. Likewise a black option for the KV-Series Reentry Modules would be perfect for when trying to recreate Soyuz spacecraft. (I was having a nosy around Restock's GitHub and noticed the three pods were on the to do list. ) Also, I'm currently working on a Welded Parts Pack in the Add On Development Area, and need a little help. I really want it to use the Restock models and textures, as it currently uses the stock ones. After using Restock and Restock+ for the past year, the those parts just looks kinda crude... -
YUP I just figured it's a nice indicator as to what it is meant for, though I suppose like all kSP parts, it could be used anywhere on the stack Just woke up 4:30AM UTC
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Changed the Icon
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Your two man pods? What's the mod called again? Maybe one day I'll put my mental roleplay story online. It's based around the idea of the KK K(Kingdom of Kerbin (analogous to the UK) acquiring Wernher von Kerman instead of the Kamericans (US) at the end of the Second Great Kerbin War and the space race being the KK versus the Kerbin Union (USSR)
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Hadn't seen you edited it LOL Thought you might like to see how I was using the part. I tend to play mostly in sandbox - it lets me roleplay Could you change the icon to the capsule icon?
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Figured that... You see the craft file offer?
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Just like in the actual KSP location...
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ZedK Hey I was wondering if had the following mods installed. If you do, I can send you a demo craft file that features the part Making History DLC, Tweakscale, Bluedog DB, Surface Mounted Lights, Modular Rocket Systems, Comfortable Landing, Decoupler Shroud, TAC Life Support and Restock+
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Meant to ask the changelog cfg and licence thing. Does that go in the KAE_SYSTEMS folder in my GameData folder?