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zer0Kerbal

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Everything posted by zer0Kerbal

  1. my favorite antenna are the origami and surprisingly, the Drone antenna widget from Orbital Tug - it just is different.
  2. I believe I will seek to update and republish this - just finished doing the same with Orbital Tug with @linuxgurugamer
  3. Panopticon took some digging - working link can be found at this post. Might have to update this.... I believe I will seek to update and republish this - just finished doing the same with Orbital Tug with LGG. Very glorious looking pods. have them already working - just need to update.
  4. @linuxgurugamer would you be so kind as to update the CKAN entries for these to update MaxKSPversion to any?
  5. you should be fine /ymmv/ - other way round might cause problems, but unless it is a gamebreaking update (like KIS/KAS was) - B9 adding features, fun features, but didn't change anything (that I know of) public facing.
  6. CKAN lists Firespitter as a dependency - which LE Tech doesn't need.
  7. I just found the 'misc' tab enable in the settings menu.
  8. Make sense. I will add ore to the switch (and some other minor cosmetic things) later this week. Thought as much about quantities - 6000 material kits could print an entire class b asteroid. The new recipes work for BreakingGround; and as expected the new groundScience parts hit 100% and KIS won't let them go into inventory. Possible to have them directed to SerenityStorage instead? (that would be allot of code I suspect). The ScienceArms printed just fine, and slapped them on the outside - tried to scan, but the part just said nothing in range. Missing from the GUI are categories for Robotics, Cargo, Concerning the switch from FS to B9 - two observations: objective: B9 takes up a signifigantly smaller disk footprint (184KB (disk) & 136KB (dll) VS. 856KB (disk) 856KB (360KB - pdb) (dll)) subjective: B9 seems to be more responsive/snappier.
  9. *chuckle* did you also include a way to rotate the engines? love the color scheme! What engines are those? I cannot answer that - but if I remember correctly, @nil2work (the original creator) said that the engines were not designed for safety - rather they were left to run 'dirty' - the insulation being either not needed (drone) or short lived (only short amount of time near living) or shielding in Pod. I have thought/considered creating (+PART) a ion version of the engines (say switchable from Xe/Ar/Li and the nuclear part being either a RTG or reactor to help power the ion propulsion.
  10. Would someone who is familiar with KSPIe kindly review and probably repair the KSPIe version of the engineonArm in the freshly updated Orbital Tug? Github PR's always welcome, as is just posting the part.cfg. Thank you in advance! and to make things easier, here is the existing part.cfg:
  11. npp (notepad++) (multiple language files available) kode visual studio code (language files available) all free.
  12. the engineonArm is one of the most glorious engines in all of KSP in my humble opinion.
  13. I updated some of the KSPi version of the engineonArm - but since I don't normally use KSPi wasn't able to/not able to debug that version. @FreeThinker might be able to help, and I would love to see that version working well. Apologies, and thank you for the feedback about the other parts. I will try to ask this in (below) later today.
  14. v0.03 pushed on Github needless to say - thank you to @blowfish, I was 96% there and well, the fishblew me over the top. pipe dream: since KIS and BreakingGroundScience don't like each other, would it be possible to direct those items to StockStorage?
  15. Thank you. Working like greased lightning now. Appreciate the vote of confidence in my ability to infer. had to change one thing (I had wrong details) - sample below: B9 is great!
  16. as far as we know, everything that should be working is. Lights (spot, and cabin on Pod) and so many other little details. Please, if you see something - tell us or put in an issue on github.
  17. telemachus? just have to direct to IP other than 127.0.0.1
  18. thought so. have everything working - just now trying to figure out how to link the textures in. converting OSE Workshop to use B9 instead of FS (at least trying to) all tanktypes are defined and working (need CommunityResourceKit) here is what I currently have, and the old patches; your assistance would be greatly appreciated.
  19. query: Can B9 update both a texture and a resource together? So like SSPXr or OSE Workshop? switch the resource in the container and it switches decal on it?
  20. Am Back with another query: found this patch (think it was from ( not Gordon Dry ) which is supposed to add the docking port type (size) to the part description - is this possible? suggestions solicited for fixing this patch. thank you in advance!
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