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KSP2 Release Notes
Everything posted by zer0Kerbal
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This mod can be used (installed) into any part - just have to either modify the part.cfg or use a module manager patch to add it. It should work the way you want - and in fact that is how it is designed. However, does not work in the background - something I am working on hopefully in the new year (after tweakscale and B9). This mod allows you to set two things: at what point do you want the fuel cell to turn on/off? (% of vessel's total EC) how much EC do you want it to produce (from 100% of its capicity down to 5%) Hope that answers your question @B15hop. ps - tagging me will get faster responses. pss - I have been really busy in real life, and hopefully things will settle down in a couple of weeks. We are '' this close to getting ODFC to work with TweakScale. psss - this mod has patches to add it into stock (and other) fuel cell parts.
- 97 replies
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- electric charge
- fuel cells
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I have - it has been recompiled for 1.7.3 (somewhere) but currently machine is down for .. a spell.. so haven't done it in 1.8.x - there is a rather large thread on the subject.
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several. Routine Mission Manager is one -
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[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
yes, yes you have. in my sleep deprived defense, I forgot to include the word 'integrated'. and there are two nice little landing legs in Transparent (Command) Pods. -
[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
looking great! any chance to get an animated antenna, solar panels, and maybe rcs? -
this also might be working - I think it was recompiled for 1.7.3 /YMMV/ https://github.com/zer0Kerbal/Biomatic
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Where are them ScanSat parts redesign at ?
zer0Kerbal replied to Smalish's topic in KSP1 Mods Discussions
ReStock? -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
although the total load time is provided in KSP.log; I would love to see this implemented as well. -
[1.12.x] Augmented Reality (AR) Docking Revived (released!)
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
have been meaning to try this out. -
I wouldn't change the part directly - rather (like @DStaal said) use a personal module manager patch - something like: // need part NAME from actual part.cfg between the brackets [] @PART[]:NEEDS[KIS]:FINAL { %MODULE[ModuleKISItem] { // replace with volume of item volumeOverride = 45 } }
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what type of parts? SSPXr is great - ReStock+ is another Universal Storage II yet another. Missing History is yet another. The entire NearFutureX line by @Nertea is a great example.
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PAW grouping - how fancy! *chuckle* love it!
- 2,505 replies
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- life support
- overhaul
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BIG difference on a SSD. you can always look in the KSP.log for 'Elapsed time' to help you track how long it takes to start the game. Any txt editor (notepad, adam, npp) will open it. examples: first one is from my dev install - which I use to well, dev. second one is from my career+Kerbalism with >225 mods (on my decade old great-grand-spud). Am glad you got this working. Happy exploding oops crashing oops - flying!
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they are currently using a Lua style for internal development, which might be exposed for release.
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I would use it. it has several valuable features such as making sure things are installed correctly, notification (and installation) of updates, and allows for command line switches such as what I use for my grand-potato (decade+ old nb) running a Kerbalism 1.7.3 career with 225+ mods, and ~18,000 module manager patches (even now some graphic enhancement mods, like ReStock). also great handy tool because it often has the links to the forums/github for each of the mods, and their dependencies/exclusions etc. still, personal preference.
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should still help with low memory systems. I'd suggest trying it, and seeing if it helps. If it doesn't - ditch it. hyperspace helps the game load faster - often significantly faster.
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seems little known (or remembered) that can have multiple size ports on one node by separating them with a comma.
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- parts
- construction
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yes. /YMMV/ /Test Before Use in Live Save Game/ I haven't used this in a spell - it is designed to ADD appropriate nodeType to stock dockignPorts. Use is enable patch when you want to weld, disable patch when you don't.
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it is sad that more people don't step up to support; however with the current state of licenses etc, I can totally understand.