-
Posts
3,546 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by zer0Kerbal
-
well several fixes: use KAS/KIS (two mods) to fly up RCS and Antenna parts - and EVA attach them. Don't forget the wrench! and don't forget the MonoPropellant. Fly up a patch - a small part with docking ports on both sides, RCS and MP tanks, and has an antenna that can transmit science. I'd also add more batteries or a MP fuel Cell (ODFC would be helpful). Xmitting drains lots of juice.
-
Field Training Facility (FTF) changelog: Version 1.2.0.0 for Kerbal Space Program 1.9.1 zer0Kerbal released this on 2020 04 05 Version 1.2.0.0 - New Carpets! Automation Motivation Modernization DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL KSP 1.9.1 with .NET 4.8 update Editor GetInfo() to be more informative include assembly version in PAW isn't that enough? added game settings page - disabled for now added global setting to enable/disable PAW color added option to globally enable/disable added option: use science and ratio added option: use reputation and ratio added option: use funds and ratio See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.9.1 Unity 2019.2.2f1 .NET Framework 4.8 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Field Training Facility Version 1.0.3.4 for Kerbal Space Program 1.7.3 Released on 2019-10-12
- 84 replies
-
- 2
-
-
- mod
- experience
-
(and 3 more)
Tagged with:
-
Field Training Lab (FTL) changelog: Version 1.2.0.0 for Kerbal Space Program 1.9.1 zer0Kerbal released this on 2020 04 05 Version 1.0.3.4.1 for Kerbal Space Program 1.7.3 Released on 2019-10-12 --- Version 1.0.3.4 for Kerbal Space Program 1.7.3 Released on 2019-10-12
- 84 replies
-
- 3
-
-
- mod
- experience
-
(and 3 more)
Tagged with:
-
This post is under construction: FTL Download on SpaceDock, Github or Curseforge. Also available on CKAN. FTF Download on SpaceDock, Github or Curseforge. Also available on CKAN. Field Training Lab (FTL) Field Training Facility (FTF) DELETE OLD/EXISTING installations before installing new. Field Training Lab (FTL): Field Training Facility (FTF) : Continuation of Training Lab and Field Training Facility. Originally by @Efour, now continued by zer0Kerbal with support from the community. This mod provides a training system for your kerbalnauts. The New Look: If you want to train your kerbal immediately, you can use this mod. [1.9.1+] Training Laboratory Spacedock - CKAN (Dependency : Module Manager ) This mod provides Training method with consuming Science points. Paying 20 sci, your kerbal can get 1 exp. Since leveling up method is very limited, you have to pay science point once enough to advance level. If your Training Lab is in orbit, Payment will be reduced to half. If your Lab is on other planet, Payment will be reduced to 1/4. You can tweak values with editing .cfg. If you want, you can add this module to other crewed part. It can support up to 8 kerbalnauts. Leveling up 'Immediately' is not realistic? Do you think training needs to consume time? This mod will be answer for you. [1.9.1+] Field Training Facility Spacedock - CKAN (Dependency : Module Manager ) This mod is similar with Training Laboratory, But one thing is different. It consumes Time and Electric Charge. If you want level 5 kerbalnaut from level 0, You need to train your kerbal 1 year. Becoming level 1 will only need to wait 13 days, But as you know, high level needs more training. But, If you place your facility into orbit, It will be 4 times faster. If you place it on other planet, 6 times faster. You can tweak params with .cfg. Not so complex. It consumes 4 EC/sec per kerbal. If you train 2 kerbals, It will drain 8 EC/sec. You will need powerful energy sources. Now then, someone like me will want to use both. Then, just install both of them. Result is shown below. Payment of science point(TL) will be reduced with training experiences(FTF). For example - Just using TL, Level 4 -> Level 5 consumes 640p of Science point. But Level 4(50% with FTF) -> Level 5 consumes just 320p of science point. If 90% with FTF? Just pay 64p of science point or wait some more days. you can get level 5 kerbalnaut. More training means less sci point needed, linearly. These two mod can co-work, It's because I created this thread. If you want one thing, you can install just one mod. If you want co-work of them, you can install both. --- Review by --- Find original thread here.
- 84 replies
-
- 10
-
-
- mod
- experience
-
(and 3 more)
Tagged with:
-
[1.5] KOOSE mini reentry pod aka escape pod
zer0Kerbal replied to TiktaalikDreaming's topic in KSP1 Mod Releases
looking great! have you thought of using JPL's transparent pod (now maintained by LGG iirc) - maybe I just need sleep. -
Soon SSPx zer0Kerbal released this 4 hours ago · 1 commit to master since this release More Hitchhikers by zer0Kerbal v1.0.0.4 for KSP v1.7.x - Soon SSPx integrated SSPXr patch for end cap switching [NEW][BUG 1.0.0.3a] Warning on PartSubtype WhiteHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part unknownPart: No transforms named '25mCapWhite' found [NEW][BUG 1.0.0.3a] Warning on PartSubtype Black on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part unknownPart: No transforms named '25mCapBlackBare' found [NEW][BUG 1.0.0.3a] Warning on PartSubtype White on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part unknownPart: No transforms named '25mCapWhiteBare' found [NEW][BUG 1.0.0.3a] Warning on PartSubtype BlackHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch2') on part unknownPart: No transforms named '25mCapBlackFlip' found [D][BUG 1.0.0.3a] B9 Warning: timing, its all about the timing made the SSPXr patch run AFTER the ReStock patch which runs AFTER MoreHitchhikers lots of math to adjust position comment: what took so long was the SSPX textures didn't quite fit and took custom placement complicated by the ReStock adjustments. All good now. several missing negative signs (-) in scale made the endcaps appear see-through because they were upside down or something like that. - ***Only uses stock IVA - no additional IVA's are supplied.*** ReStocked:
-
at least you didn't release something with a stowaway .dll included! made InstallChecker.cs go nuts.
- 4,054 replies
-
- 2
-
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
been digging through logs: would you also provide GameData\ModuleManager.ConfigCache - so can see the end product of the parts - (I would ask for the _MMCfgOutput but current version of MM 4.0.3 broke it , otherwise could use the command line switch [ -mm-dump] to do the same ) thanks for showing me AutoActions - don't think I saw that one before. summary: +Hitchhikers +TACLS +SSPXr -ReStock I cannot reproduce in the limited time I have right now. will continue when I return from short trip. also - would you run this batch file from your KSP directory? (thank you to whomever made it; named "_delete_MM_Cache_and_PartDatabase.cmd") cd /d "%~dp0" del PartDatabase.cfg cd GameData del ModuleManager.ConfigCache del ModuleManager.ConfigSHA del ModuleManager.Physics del ModuleManager.TechTree cd .. cd PluginData rd /S /Q ModuleManager to be fair I will provide my logs/ss/etc to you once I return.
-
Until recently I too suffered from CoL and CoC. Sadly, not longer an issue. secret - turn on a heating pad under a comfy blanket... and put some of Val's catnip on top of it. Fresh is always preferred. Greenhouses should be straightforward. I have gotten rather good at making these parts.... I say that now, but ReStock and SSPx are looking over my name and asking if I know their names....
-
I asked the same question a short time ago. Same answer. So I put a project on very slow simmer - Started the project, and because sidetracked, decided to wait until KSP 1.8 with the new Unity and .NET since want to use new UNITY UI. Was going to use KER for most of the code inspiration. Almost time to get back to writing it. ... just a few things ahead of it in the pipeline. real hangup - should it be STAKX or STAXK? I like STAXK, but STatistical Analysis for Kerbal Exploration (of Kerbol) sounds better - STAKXK... STAXK STatistical Analysis for eXploring Kerbals A proposed mod for Kerbal Space Program (KSP) For those who want the information provided in the editors by *Kerbal Engineer Redux (KER)* without having *KER* installed. Stated Design Principles: KISS (Keep It Simply Simple) Small footprint Use Unity UI for smaller footprint, and ability to move windows out of game focus.
-
this is what I am currently thinking, as my lead lined coffee cup is being refilled: one per size - so 1.25m (PTD) (xtall) - 1 kerbal 1.875m - (PDD) 1 kerbal 3.75m - (PXL) 2 kerbal 5.00m - (PXXL) 4 kerbal that should stuff the cracks with scone crumbs.... SSPx adds another twist, but only in the 2.5m and 3.75m, so would fill the same holes with those parts. MoreGreenhouses might follow -- and might include models from zzz that are public domain. am already working on MoreDockingPorts (MDP) to include more sizes of shielded and telescoping and so on from stock and ReStock and SSPX; and also extending PicoPortShielded. @eightiesboi am hoping to hear if doing a wipe-reinstall fixed your issues;
-
KSP Interstellar Extended Support Thread
zer0Kerbal replied to FreeThinker's topic in KSP1 Mods Discussions
I can easily add to ODFC especially since ODFC already has H2+0 --> EC+H2O - just need the flow rates / production hydrogen = oxygen = water = EC = -
dreams under the effects of Jeb's Scones (was cut off from Jeb's Coffee hours ago). comments? is there enough interest to proceed? Currently would be 14 More. (not including what would happen when SSPx is included) Or should it just be 5 More? occupancy? other considerations?
-
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
zer0Kerbal replied to Dunbaratu's topic in KSP1 Mod Releases
@SpinkAkron https://www.youtube.com/channel/UC8rKwFBhWhGhid-PO5iSP4A- 1,364 replies
-
- autopilot
- programming
-
(and 1 more)
Tagged with:
-
better, much better. You must of had TWO cups. also can try : Postimage.org — free image hosting / image upload at first glance - you have two sets of patches working. try deleting the /KGEx/MoreHitchhikers folder and reinstall (if using CKAN uninstall then delete the folder and contents if still there)
-
thank you. my favorite two: -single-instance -mm-dump (ModuleManager) - broken this version, fixed next and worked last. hmmm... icons are all greyed out in editor - tried installing TR - but no joy. still worth it. correction : installing Textures Unlimited fixed the gray in the editor.
-
*chuckle* weird as in not there. just filenames. will reserve comment until I see the ... ummm.... Rescue2...
-
will look into it... btw - your images look, umm... weird. that patch is classic.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
zer0Kerbal replied to Nertea's topic in KSP1 Mod Releases
I accept this challenge, and will also include the PP variant as well.