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zer0Kerbal

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Everything posted by zer0Kerbal

  1. made sure that if MissingHistory installed to not duplicate 1.875m ServiceBay (normal height). Started thinking of pancake models i.e. half height models. comments?
  2. these haven't been updated in quite some time, and probably won't be since the licensing is ARR IF @SpaceTiger were to change the license to say GPLv3 or MIT or another more permissive and publish the source, I am sure that they would be adopted rather quickly, at least several of them.
  3. as far as I know, FTL/FTF *should* work in 1.8 - won't know personally until this weekend when I get a chance. The older versions might also work - they worked in 1.7.x for me. neat.
  4. Yes, that IS a rover and a mk1 Command Pod in a service bay.
  5. Nice training facility! --- Q: use other currency (like Rep/Funds) in place of/in addition to science (Field Training Lab) A: It should be, and if it is, I think I will try to add it to game settings (difficulties) - make it so you can set x + x + x + time = experiences --- Q: One level please, one level only. (Field Training Facility - Stop after x level(s)) A: I believe it to be, will look at implementing after the big 1.8 push. Could also add a +/or +/or configurable requirement through game settings. Until (if) then maybe set a KAC alarm? I should also release the mod (patch): "Kerbal Efficiencies" as well. @Lupi are you using SimpleLogistics? Looks like it.
  6. so ditched the 0.625 model - was more like a torpedo - or standing coffin... eliminated several 'base' models - next up is nodes, then internal stats and deciding how many kerbals can be stuffed in. then restock then SSPXr (which adds another model plus a radial version) Then, maybe, MoreGreenhouses and Aquariums. with the usual suspects.
  7. I recently started migrating over to Atom, NPP has been, well, it doesn't like it when you have 6 versions of it open, each with a dozen .cfg's, md. txt. logs, etc in them. It complains. I don't like it when software complains because I pushed it too hard.
  8. I thought that with the entire ship selected, pressing 'spacebar' not only reset orientation, but centers it as well. EER also has the 'b' hotkey - which puts the bottom of the vessel at 5m above CL (concrete level).
  9. Teaser. MoreServiceBays (1.7.3) works with ReStock and inherits ReStock's changes.
  10. thank you - didn't remember/realize that. can't remember what it does though. texture loader/preventer/blacklister/whitelister
  11. welcome - and just for future reference, part mods (even ones as extensive as ReStock and ReStock+) generally don't need to update for a game update - because they have no plugins (.dll's). Happy flying!
  12. it shouldn't need to - unless there are DX3 formatted textures (which I highly doubt)
  13. I take it that was a modified .mu - if you are able and willing to - would you kindly forward that to me? Do you remember who created the unofficial modified version? Appreciated. Is it @DemonEin who is doing all the great IVA work now? also - Hatch obstructed - that one I just noticed.
  14. Spacedock is down until later today back. Until then, GitHub has the latest release. Spacedock has been updated with latest release.
  15. while I am here in this thread. Thank you for Spacedock. Is there a way to rename a mod? Example: "Training Lab" --> "Field Training Lab"? what is the best size for header images? --- I have been added as an author to several mods on Spacedock, but these mods do not show up on my profile? Can/will this be fixed?
  16. v1.2.3.3 - Klaws'R'Us zer0Kerbal released this now Transparent Pods Repressurized Make sure you back up your game before updating. Version 1.2.3.3 - Klaws'R'Us MicroKlaw: move from Utility to Coupling MicroKlaw: adjust cost from 4050 to 405 MicroKlaw: adjust entryCost from 8000 to 4400 MicroKlaw: adjust angularDrag from 4 to 1 MicroKlaw: adjust maxTemp from 3000 to 2000 MicroKlaw: add fuelCrossFeed = False MicroKlaw: adjust breakingForce from 1500 to 50 MicroKlaw: adjust breakingTorque from 1500 to 50 MicroKlaw: change title from 'Micro Klaw' to 'MicroKlaw' MicroKlaw: adjusted ModuleAnimateGeneric to reflect new part name MicroKlaw: add ModuleToggleCrossfeed (false) (techRequired = fuelSystems) MicroKlaw: ModuleGrappleNode nodeType was size2, corrected to size1 as per the stock "Advanced Grabbing Unit" MicroKlaw: stock Advanced Grabbing Unit has both 7 and 50 for crashTolerance; adjusting part to 50 removed: Stock-microLegRadial, microLegRadial-KSPWheel ghost.cfg added for Stock-microLegRadial, microLegRadial-KSPWheel(+PART microLegRadial) ghost.cfg patch will be removed next update added ODFC (On Demand Fuel Cells) patch added 0.75 EC/s ODFC fuel cell to monoPod added 1.5 EC/s ODFC fuel cell to cycloPod added 4.45 EC/s ODFC fuel cell to panoPod ODFC production/consumption subject to balance pass (feedback desired) Kerbal Space Program 1.7.3
  17. @JPLRepo Do you think KSP 1.8 with the new(er) Unity .NET might finally allow for the graphical glitch to be fixed? I am hoping so.
  18. you are most certainly welcome. apologies for the delay in answering - Q: can the pods have multiple 'orientations'. A: Yes, in fact this new feature was just recently introduced several updates ago into stock. All three pods should have a button on the PAW/RMB that allows you to switch(cycle through) orientation between two or more orientations. Yes, forgot. Also was hoping someone with more knowledge of KSP-Wheel and or the new stock wheel/gear would like them enough to update and submit the changes. They are removed in the next version. I will provide a ghost.cfg to prevent any save game issues (*knocking on wood*). Make sure you back up your game before updating, just in case. Changes to Micro Klaw (thank you): changes concerning extraneous parts: other misc changes:
  19. atom and npp both work great and will even (with a plugin) display the .md (markdown) file as it should appear.
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