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KSP2 Release Notes
Everything posted by zer0Kerbal
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Yes, several - but KRE is the first one that launches to mind:
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are you using DOE? have you tried to hover your mouse over them?
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Most excellent! Thank you @artwhaley! spent several hours updating already. LanderTek is alive! I will add the license and open the github repo which will contain my WIP modernization files. Only parts that are giving me any issues are the legs. I have temporarily commented out the old leg code and adding in ModuleAnimateGeneric to get things moving again. Would be awesome if some kind kerbal would update the code to the new stock, and have a patch for KSPWheel. All textures have been updated from mbm/tga to either png or dds (5).
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closest thing currently:
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welcome. for my potato (old and shriveled decade old nb) with 220+ mods [LOG 19:15:56.254] ExpansionsLoader: Expansions loaded in 54.502s [LOG 19:15:56.254] Loading Systems: Elapsed time is 616.4328s that is with hyperspace and all the speedups.
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Curse Mods Unreliable?? News flash to me!
zer0Kerbal replied to HansonKerman's topic in Kerbal Network
would someone kindly send me a link to the original and/or modified *** malicious site we no longer use *** dot torrent? -
I have been reluctant to pop in - but this is what has been nagging me: did you add PAW grouping? (I like if you did) because the white triangle (arrow) says you did. if so - could this issue be concerning PAW grouping? if so (and have only been skimming the posts) then could be as simple a that.
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- tweakscale
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Mod licensing and "etiquette"
zer0Kerbal replied to TiktaalikDreaming's topic in KSP1 Mods Discussions
agree. is so why I do it. Love the game, love the mods, because I want to use them first and foremost. Take Docking Port Descriptions (ok not really a true mod ) is something I created because I wanted it in-game. Things like ODFC/SimpleLogistics/Field Training ... are things I use in game. bringing back the dead is also quite challenging and rewarding. and I do so enjoy learning from the experience. Anything else is secondary, albeit I do try to listen and seek ideas. It is a cooperative community after all. Just licenses are a PITA - hence why I put the license everywhere, including underneath the seat and lid of the toilet in the IVA's .... :p even if the license is like TweakScale's. -
it is on my list. learning the language isn't the difficult part - it is learning the api's etc. example: for ODFC (On Demand Fuel Cells) I know what I want to do, even pseudo-coded it in C#, just takes time to plug through the Unity/KSP API's to get it done. love the challenge, but am limited in a valuable resource called time.
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unfortunately my python is still in the egg. thank you.
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- totm july 2019
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adjustment to last post - kindly remember ProtoCrewMember.ExtraExperience is not implemented (iirc) - and that paragraph is about what I am looking into doing - which is what Efour wanted to do.
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we are. I just only pop around the corner into discord periodically. from what I am seeing - it is additive to, so if a mod adds 2 experience points to a kerbal through ProtoCrewMember.ExtraExperience and the kerbal already has 1 point from flying on Kerbin - then they are added together and the kerbal in question would have 3 points total, and therefor be qualified for level 1. I say qualified for level 1 because I don't know if they would immediately level - depends upon the game settings and mod implementation I guess. Yes, this means a kerbal could have more than 64 total experience needed for level 5, they already could. Another mod (beyond me at this point) would be 'Level6'
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thank you. appreciate the 'spitball' session. it does break down to experience points, but at the time it was written (and still may be the case) can only add levels, and not experience. You may have seen a post (seemingly random) in this thread (and the OP) concerning 'extra experience' (s.i.c.) and time and skill permitting, am going to investigate updating to that. The math does break down to about 1 experience point for every 6.xxx kerbin days of course these are absolutely configurable in the patch. @Gordon Dry did a great job in breaking it down in a patch he made for the original version (s.i.c.) I could do any future features (like making the time factor setting via game settings like I mocked up for costs above) either way - time per point or time for entire training. also could include interior space as a modifying factor, and even allow for auto setting per game difficulty. just thoughts. PS: I was already planning on moving the time configuration from the patch / part.cfg to the game settings - was going to see if I could also arrange a per part override first.
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It might, and depending upon my skill level, and the difficulty - yes, it is probably possible. Suggest adding a feature request to the github repo for Field Training Facility. I know it would also be possible* to add an alarm to KAC (if installed) and to be able to turn on/off training for individual kerbals in the FTL. * possible doesn't mean it will happen *thinking* and will get back to you after a brief message from our employers... and more Jeb's Coffee.
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worked great! thank you. so the Cargo Bays and Dreamer are under a GPLv3 license - am still looking for the license for LanderTek - but I do believe it was also under a GPLv3 license. Which means, I could update / modernize and release one or more under terms of the license. I am already working on the cargo bays for release.
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thank you (to be fair, it was mocked up in code - the code is written for that part - the game settings). For one experience point, it takes 64 to achieve level 5; however haven't really sat down and did the math. so those settings reflect a need for 640 + 64 + 640,000 to take a kerbal from level 0 to level 5 (again, just placeholders).* Heck, why not then allow them to be trained to become BA's? * this is for landed on Kerbin (or homeworld) https://wiki.kerbalspaceprogram.com/wiki/Experience Levels The kerbonaut's specialization and level As Kerbals gain experience, they gain levels in their specialization. Kerbals start at level 0, and can reach level 5. The level of the kerbonaut represented by number of stars. Level Stars Additional XP Total XP 0 ☆☆☆☆☆ 0 0 1 ★☆☆☆☆ 2 2 2 ★★☆☆☆ 6 8 3 ★★★☆☆ 8 16 4 ★★★★☆ 16 32 5 ★★★★★ 32 64
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I think my worst started in a small remote airstrip in Alaska, flew to CONUS, then to UK, then to Naples. It wasn't the distance, it was the layovers - 3 days. AND they left my luggage on the tarmac. I regularly have flights >20 hours in the air. I also don't sit for most of it. Still, I enjoy (most) of it. How about allowing a second image to be uploaded for the 'thumbnail' images? Mods: Training Lab, Field Training Facility Username: zer0Kerbal
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