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KSP2 Release Notes
Everything posted by zer0Kerbal
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Thank you! looks very similar to what I had: I used the 2.5m version and multiplied everything by 0.75 - seems to work just fine (well, it fits nicely - ended up using the 2.5m for last night) made some minor changes and put in a PR.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
zer0Kerbal replied to girka2k's topic in KSP1 Mod Releases
thank you. Just wanting to seek clarity: if the MM patch deletes all modulepartvarients during load - and you go to weld an assembly - there shouldn't be any modulepartvarient(s) left to give it a case of hiccups? Using :FIRST on the patch... and to CYA, do another pass with the same patch with :FINAL. -
would you consider adding a 1p5 (1.875m) version ?
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
zer0Kerbal replied to girka2k's topic in KSP1 Mod Releases
why not write a MM patch for this mod that !MODULEPARTVARIANT[*] {} ? (deletes all modulepart variants?) -
KSP Interstellar Extended Support Thread
zer0Kerbal replied to FreeThinker's topic in KSP1 Mods Discussions
I just can't resist, even if nobody else gets the pun(s) so you're telling me there is an ice cold Korona in that there fridge? >) -
^^^ what he said. Have not heard of any issues so am just letting it be maybe until 1.9.1. Do kindly tell me if you find any (unreported issues). 1.8.x did not fix the one issue that cannot be fixed (see above).
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KSP Interstellar Extended Support Thread
zer0Kerbal replied to FreeThinker's topic in KSP1 Mods Discussions
best place to ask about KSPIe -
[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
I think the error is coming from NFExplorationB9TankTypes.cfg : and the fix might be, unless you meant to use LH2Cryo and LH2OCryo: since NFConstructionFuelTankTypes.cfg has LH2Cryo and LH20Cryo but not LH2 and LH2O -
[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
@Nertea FYI relevant log details -
this tiny url seems to be malformed since when I click on it it err's out.
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New To KSP, want to know what mods are compatible with 1.8
zer0Kerbal replied to PzShrekt's topic in KSP1 Mods Discussions
this might be the designer's hanger on KerbalX.com: grunf is this it? if so, here are the mods listed to build it: B9 Aerospace FerramAerospaceResearch ProceduralDynamics Squad (stock) ThunderAerospace VNG -
New To KSP, want to know what mods are compatible with 1.8
zer0Kerbal replied to PzShrekt's topic in KSP1 Mods Discussions
Welcome to KSP. You should now apply to NASA. JUST KIDDING! Three basic kinds of mods: Part Mods (add parts only) Add-ons (may or may not have parts and patches with them) Patches (Module Manager patches only) Most Part only mods will work /YMMV/ even if they aren't specifically stated to work for that version. Best to check the forums and read the last page or two of posts. Usually players will post if it is working for version x.Y.z Now add-on mods (ones that add a .dll to the game) might not work, but the same above suggestion still applies. I currently support 4 add-ons (officially) and only one has been recompiled for KSP 1.8.x - but all three work just fine. again, /YMMV/. The third kind of mod, one that just has patches (Module Manager) - usually work as well. Again same suggestion. Most popular mods get updated regularly - IF they need to be updated. It has been my experience that major version (say from 1.7.x to 1.8.x to 1.9.x) are the ones to be cautious about since they usually break something like 1.8.0 did; Minor version updates (patches) like 1.8.1 usually fix things. Just my personal observations. Happy Crashing! (oops - flying!) P.S. concerning vessel blueprints - you can always look on kerbalx.com and find vessels; and the site will tell you which mods are used. You can also download the vessel file (see site for details) to use in your game(s). There is also a mod (available on CKAN) to integrate KerbalX.com into the game. -
scatterer?
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
zer0Kerbal replied to maja's topic in KSP1 Mod Releases
done these. +1 +1 -
PS - I found the original thread: AND it also has the same NARR license. have also shouted out to @carmics. https://web.archive.org/web/20130820222737/http://forum.kerbalspaceprogram.com/showthread.php/35383-0-20-2-AIES-Space-parts-v1-1
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that is the license included in "AIES_Aerospace161.zip" which is the file located on CurseForge and CurseForge says: which it is stated in the file AND is also stated in the description (at the end) the file contents and the blurb on the description Should outrule the other statement. just thoughts.
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MOD WITH SPECIAL CORIDORS / AIRLOCKS
zer0Kerbal replied to Firsty Kerman's topic in KSP1 Mods Discussions
If it is just resources you need to connect between 'buildings' you can use SimpleLogistics (does NOT physically attach parts/buildings/vessels rather just allows resources (not Kerbals) to be shared/moved): -
@linuxgurugamer instructions and links below. Only for the mbm->png thank you! Merry Christmas! May all your explosions be bright! place mbm2png.exe from releases in GameData\AIES_Aerospace\ place mbm2png.bat (see below) in GameData\AIES_Aerospace\ (should be included) edit mbm2png.bat and replace placeholder ([C:\]) to reflect actual KSP directory run mbm2png.bat (might need administrator privileges) search for all *.mbm and archive/delete them. Didn't include in batch file on purpose /YMMV/ - caveat emptor - not responsible for bad things or other things. dir /s /b *.mbm | [C:\]GameData\AIES_Aerospace\mbm2png.exe will only work on winTel pipes a directory of *.mbm into the converter. I personally have converted all png to dds (DXT5) - but was a long and convoluted process. Had to create a batch file with each .png file individually listed, then using png2dds.exe I had the batch file individually process each, then manually deleted all .png. cmd /c C:\[path to executable]\png2dds.exe -i "C:\[KSP Directory]\GameData\AIES_Aerospace\Command\AIESexplon\model000.png" --rotation=180 --flip-horizontal ... replacing [path to executable] and [KSP Directory] with appropriate for your system
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not going to include png2dds because only tools I can find require compiling. https://github.com/krupski/MBM_Utilities has the mbm2png.exe will supply rest later. dough is calling.
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yes. working on the png2dds as well now.
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I (for personal use) might use a batch file to run mbm2png.ext (wintel) replace [C:\][___] with path to executable. one source of mbm2png.exe is https://github.com/krupski/MBM_Utilities always scan for malware et al. /YMMV/ the next step would be to convert from PNG to DDS, but this step alone mbm files --> png files ~70 mb --> ~11 mb
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additional steps needed by game to 'translate' and 'adjust' from non-native formats to format the game understands natively. Takes memory and processing cycles. DirectDraw Surface (aka DDS) is a native format that KSP understands natively. very simple explanation, but hope it helps. can always manually convert to .dds - just remember DXT5 and to flip&mirror.
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there a few - but I don't use IVA. However, there is light. MOARdV has made MAS very RPM conversion friendly, so those who want IVA's have the option of updating existing RPM IVA's to MAS IVA's.