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Everything posted by zer0Kerbal
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Question about converting subassembies into new parts
zer0Kerbal replied to adm-frb's topic in KSP1 Mods Discussions
as a follow up: here is the part.cfg from a docking node, it's been a while since I looked at it - learned lots from it: -
Question about converting subassembies into new parts
zer0Kerbal replied to adm-frb's topic in KSP1 Mods Discussions
Yes - it can be done, and many people do it. Through manual welding or using UbioZur Welding it is rather simple - take one part, add the MODULEs of others, and the MODELs and attachment nodes. rather long, tedious process that this helps, along with NODEHELPER (another mod) however, read the instructions and practice. It works but there are caveats. parts with VARIANTS don't weld (IIRC) and module manager 4+ doesn't allow it to work (need to use MM3) it's all in the thread. Good Luck! some of my welding projects: NOTE /YMMV/ as @Shadowmage said - I used UBZ then had to manually edit and fix. and the images below show VERY complicated parts. They took lots, and LOTS of time, trial and error to make. The station arms consist of 3-5 separate sections and have aftermarket parts added. -
update - MoarKerbals is on its last feature - the ability to recruit 'civilian' kerbals into being having a scientist/engineer/pilot trait. Once that is out the door, then I will finish SimpleLife. I am also considering/pondering simplifying SimpleLife a little more. had accidentally forgotten to include a .gitignore so have removed the .dll's in the repo.
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Here is the code - everything works, except nothing changes. /* ? Based upon KerbalRecruitment from the 'CivilianPopulation' mod for Kerbal Space Program https://github.com/linuxgurugamer/CivilianPopulation LinuxGuruGamer CC BY-NC 4.0 (Attribution-NonCommercial 4.0 International) (https://creativecommons.org/licenses/by-nc/4.0/) specifically: https://github.com/linuxgurugamer/CivilianPopulation This file has been modified extensively and is released under the same license. */ using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using KSP; namespace MoarKerbals { public class KerbalRecruitment : PartModule { enum KerbalJob { Pilot, Engineer, Scientist } [KSPEvent(guiName = "Recruit Kerbal", active = true, guiActive = true)] void recruitKerbal() { //Debug.Log(debuggingClass.modName + "Kerbal Recruitment Button pressed!"); ScreenMessages.PostScreenMessage("Kerbal Recruitment Button pressed!", 3.5f, ScreenMessageStyle.UPPER_CENTER); bool changedTrait = false; List<ProtoCrewMember> vesselCrew = vessel.GetVesselCrew(); foreach (ProtoCrewMember crewMember in vesselCrew) { Log.dbg(crewMember.name + " : " + crewMember.trait + ": " + crewMember.type, 3.5f, ScreenMessageStyle.UPPER_CENTER); //if (crewMember.trait == debuggingClass.civilianTrait && changedTrait == false) if (crewMember.trait == "Civilian" && changedTrait == false) { crewMember.trait = getRandomTrait(); //crewMember.Save(.this); crewMember.type = ProtoCrewMember.KerbalType.Crew; //crewMember.trait = KerbalJob.Engineer; changedTrait = true; //HighLogic.CurrentGame.CrewRoster.Save(HighLogic.CurrentGame()); Utilities.msg(crewMember.name + " is now a " + crewMember.trait + "!", 3.5f, ScreenMessageStyle.UPPER_CENTER); // Debug.Log(debuggingClass.modName + crewMember.name + " is now a " + crewMember.trait + "!"); } } if (changedTrait) GameEvents.onVesselChange.Fire(FlightGlobals.ActiveVessel); } private string getRandomTrait() { int numberOfClasses = 3; string kerbalTrait = ""; int randNum; System.Random newRand = new System.Random(); randNum = newRand.Next() % numberOfClasses; if (randNum == 0) kerbalTrait = "Pilot"; if (randNum == 1) kerbalTrait = "Engineer"; if (randNum == 2) kerbalTrait = "Scientist"; ScreenMessages.PostScreenMessage("Created trait: " + kerbalTrait, 3.5f, ScreenMessageStyle.UPPER_CENTER); // Debug.Log(debuggingClass.modName + "Created trait: " + kerbalTrait); return kerbalTrait; } public override string GetInfo() { string display = "\r\nInput:\r\n One Civilian Kerbal"; display += "\r\nOutput:\r\n Pilot, Engineer, Scientest Kerbal (random) eating a MinmusMint icecream cone."; return display; } } } Suggestions? I believe it to be in the assignment of a new trait - and the saving of the kerbal. Beyond my space addled brain. Thank you in advance!
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
zer0Kerbal replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo , @Beetlecat and all users: Am putting together CKAN/Readme and need the following: What mods are: conflicting/not supported sounds like RP-1 ? Recommended: Kerbal Change Log suggested/benefit from Oy!Scrap! StageRecovery supported: KRASH TweakScale Thank you in advance! -
[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
zer0Kerbal replied to severedsolo's topic in KSP1 Mod Releases
good idea, I will, when I have the readme's ready. working on them now. this will make everyone happy! thank you. -
[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
zer0Kerbal replied to severedsolo's topic in KSP1 Mod Releases
I have been asked by @severedsolo to adopt this wonderful mod for curation. I am hoping @severedsolo continues to assist when needed. Now I do not have the skill @magico13 of @severedsolo have; but I will do my best. With that said, what is currently not supported will probably remain not supported; unless someone more skilled than I does a PR through github. I also have to say that I normally don't have this installed due to my super-grand-potato giving me an evil cam any time I mention installing it. More will be posted here when it is time. -
I have been asked by @severedsolo to adopt this wonderful mod for curation. I am hoping @severedsolo continues to assist when needed. Now I do not have the skill @magico13 of @severedsolo have; but I will do my best. With that said, what is currently not supported will probably remain not supported; unless someone more skilled than I does a PR through github. I also have to say that I normally don't have this installed due to my super-grand-potato giving me an evil cam any time I mention installing it. More will be posted here when it is time.
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if you are referring to curseforge - they are currently stuck at 1.8.1 as max version if you are referring to spacedock - they have a current max version of 1.9.1. And since 1.9.1 just was released - only a handful of mods have been updated/certified by their authors as being compatible. 1.9.1 didn't break much, so most part mods should work/and many .dll add-ons will as well.
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new thread here. Moderators, kindly lock this thread until @Yarbrough08 comes back. Original Author: Yarbrough08 Mod Website: Forum Thread For now, license is: Legal Mumbo Jumbo Source: GitHub License: CC 4.0 BY-NC-SA Mk2Y is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses
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[1.8.1] DuoPods (1.0.2.0) Room for Deux (2020-03-02)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
reserved for archived changelogs: Version 1.0.2.0 - Room for a Friend! [KSP 1.8.1] -
[1.8.1] DuoPods (1.0.2.0) Room for Deux (2020-03-02)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
Version 1.0.2.0 - Room for a Friend! [KSP 1.8.1] zer0Kerbal released this 02 March 2020 Version 1.0.2.0 - Room for a Friend! [KSP 1.8.1] License: GPLv2 file structure and modernization added Kerbal Changelog added Readme created github repo created SpaceDock entry created CKAN entry created Curseforge entry created Forum post created .json modernized part.cfg BulkheadProfiles corrected to bulkheadProfiles ModuleToggleCrossfeed formating tweakscale stack (if TweakScale not installed won't affect anything) adjusted category: from structural to Payload converted from +part patches to full part.cfg many little changes to patches/parts. Kerbal Space Program 1.8.1 -
UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. Mk2Y - Two Kerbal Command Pod formerly Yarbrough08's Mk. 1-1 A2 Two Kerbal Command Pod A mod that adds three parts - two versions of a two-kerbal pod, and a matching RCS enabled heat shield *** Author Mk2Y [M2Y] adopts Yarbrough08's Mk. 1-1 A2 Two Kerbal Command Pod for curation by zer0Kerbal*** Originally created by Yarbrough08 Description This is a 2.5m to 1.25m, 2-kerbal, command module. Yarbrough08 used the dimensions of kerbals to determine this size. The 3-kerbal Mk 1-2 pod crams too many kerbals in, and doesn't leave room for them to move around or even exit. It will be compensated for in a mass reduction, as not as much(insert your ideals of life support or equipment) is needed to contain 2 vs 3 kerbals. This comes with a dedicated IVA. Mk2Y-036 is the 0.0.3.6 version which has integrated heat shield Mk2Y-040 is the 0.0.4.0 version which does NOT have integrated heat shield Mk2Y-040-HS is RCS inabled heat shield for the M2Y-040 2 Kerbal Command Pod [Yarbrough08] became interested in modeling a 2 person CP that was not historic in nature. I am looking for feedback at the moment, as well as interest in the project. So, with that being said... RCS ports are working, as well as a very basic IVA implementation. Windows are zoomable, airlock/ladder functions, and compatibility with DRE and RF (RCS Ports). Has (at the moment) an almost non-existent Texture footprint in RAM because of placeholder textures. Includes a shroud to smooth transition to decouplers, which are still needed. IVA layout changed (Stock Props Complete). I used at least one of each of the stock props. Added lights to the IVA Interior model touch up and UV'd. Ready for when I produce textures. Airlock wall, hatch, and cover added Of course this is a WIP and nowhere near finished. Although it looks pretty good, I have not finished creating proper textures for it. Mk. 1-1 A2 Two Kerbal Command Pod This is a 2.5m, 2 Kerbal, command pod. It includes the IVA, as well as, attachable heatshield with RCS ports. The heatshield is equipped with a shroud to smooth the transition to whatever 2.5m part you choose to place under it. Although the current version is a WIP, most of the pod is complete (todo: some visual and minor .cfg tweaking). The RCS ports do work, as does the heatshield (stock ablative protection). On the IVA side I have working stock props, IVA lights, front and side windows that are 'clickable', and a front window docking guide ('iron sights'). NOTE: TEXTURES ARE SEPERATE NOW! YOU WILL NEED TO DOWNLOAD A TEXTURE PACK! PICK ONLY ONE! I created high, medium, and low textures (both diffuse and normal map) for the pod exterior shell. I also am giving an ultra low choice that will make the pod appear as it was before - no detail. AGAIN, THE TEXTURES ARE NOT INCLUDED IN THE POD DOWNLOAD. I have uploaded and linked several texture packs for the pod. These packs contain the textures for the exterior (previously white) "shell," as well as the interior and exterior windows. The packs are divided up based off of the exterior shell texture size, and include: (Note: Main Textures are the exterior shell's diffuse and normal map. -Size listed is for each texture) Main textures = 4096x4096 Window textures = 512x512 Main textures = 2048x2048 Window textures = 512x512 Main textures = 1024x1024 Window textures = 512x512 Main textures = 4x4 Window textures = 4x4 Cabin Sticky Notes: NOTE: Might be issues with hatch and currently the pod doesn't have lights. There are no plans to improve them unless someone submits new ones via PR on github. Installation Directions Use CKAN (best way) — or — Before installation please delete Yarbrough/Mk2Y/ folder in KSP/Gamedata/. Then copy .zip content into your GameData folder. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program Supports Kerbal Change Log Module Manager Replaces Duopods Original Author: Yarbrough08 Mod Website: Forum Thread License is: Legal Mumbo Jumbo Source: GitHub License: CC 4.0 BY-NC-SA Mk2Y is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses v0.0.5.0 original: 17 Jul 2018 zed'K | updated: 2020 03 02 zed'K Source: GitHub License: CC BY-SA-NC 4.0
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Download on SpaceDock, Github or Curseforge. Available on CKAN. DuoPods (part duex) (2xP) formerly DuoPods This is the new thread. There is no original thread. zer0Kerbal adopts for curation the mod known as DuoPods. created by @duopods A stockalike parts mod that supplies up to three two occupant command pods with minimal performance impact Author DuoPods [2xP] adopted for curation by zer0Kerbal Originally created by duopods Description So you got that first rescue contract but where to put your passenger? If you like to play stock, but need a 2 person command pod Duopods is for you. It consists of three 2 kerbal command pods: - mk2a is an extruded version of the MK1-2 bringing it to 1.25m. Use included Windows batch file to copy MK1-2 pod files. - mk2b is a larger version of the mk1 pod that measures 1.825 meters. - mk2c is a restored version of StarVisions' legacy pod. Rebalanced and reworked cfg. - mk2b-heatsheld is a 1.875m heat shield. Cabin Sticky Notes: NOTE: IVA's included are only placeholders. There are no plans to improve them unless someone submits new ones via PR on github. use the included windows batch file to copy depreciated (and therefore unavailable) mk1-2 textures/models Installation Directions Use CKAN (best way) — or — Before installation please delete Duopods folder in KSP/Gamedata/. Then copy .zip content into your GameData folder. Finally, run Windows_CopyTextures.bat (located in GameData/Duopods/) to copy depreciated mk1-2 Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program Module Manager Supports Kerbal Change Log Replaces Duopods from left to right: mk1 (Squad) — mk2a — mk2b — mk2c — mk1-3 Legal Mumbo Jumbo Source: GitHub License: GPLv2 All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original License: MIT [Source] v1.0.2.0 original: 17 Jul 2018 zed'K | updated: 02 Mar 2020 zed'K
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[1.8.x-1.9.x] Kerbal Changelog v1.3.0 (6.14.20)
zer0Kerbal replied to Benjamin Kerman's topic in KSP1 Mod Releases
been there - done that. excellent! thank you in advance! -
Inventory/attachment 1.9 release dates?
zer0Kerbal replied to Paintprofreak's topic in KSP1 Mods Discussions
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The mod makers has ended support; there was a fix posted in the mod thread - don't know if it still works. in this thread:
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- 4 replies
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- ncs adapter
- small parts
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(and 1 more)
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does it work? I haven't been in game since 1.9.1 dropped.
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[1.7] [WIP] TD Advanced Propulsion Systems
zer0Kerbal replied to TiktaalikDreaming's topic in KSP1 Mod Development
maybe I need to attach a release drain valve