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zer0Kerbal

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Everything posted by zer0Kerbal

  1. I just found the 'misc' tab enable in the settings menu.
  2. 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.
  3. *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.
  4. 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:
  5. npp (notepad++) (multiple language files available) kode visual studio code (language files available) all free.
  6. the engineonArm is one of the most glorious engines in all of KSP in my humble opinion.
  7. 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.
  8. 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?
  9. 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!
  10. 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.
  11. telemachus? just have to direct to IP other than 127.0.0.1
  12. 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.
  13. 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?
  14. 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!
  15. As far as I know, LGG is now only working on the KAS/KIS version Rover.
  16. this might work: and this is a simple scale patch for that part: (untested) I had fun writing this patch - added a new 'sanitykeeping' feature - the :HAS[MODULE[!TweakScale]] so no duplicate patches! (*knocking on wood*). Also note - smaller = lighter and costlier. Larger = heavier and uncostlier (ok, not a word).
  17. that I cannot answer since I do not know the correct answer. PS: manual welding can be fun and profitable! I did it for Orbital Tug's new Demolition Helper Drones - welded five pieces together for both! However, the impact drone will have to wait for now (need to weld in a heatshield, and an engine/srb --- not so easy.
  18. build your own part - cram it all into one part and yes - in part.cfg there can be a line like this:
  19. fairly easy, once you learn the basic syntax. However, it can get complicated and involved once you go past the simple and straightforward. TweakScale patches are relatively easy, as long as you remember to have ReScale.dll installed. There are several interesting MM patches that clone (+PART) stock inventory containers, one by @4x4cheesecake (iirc) for the landercan is rather fun. One bit of note: I believe (from testing) that the max number of slots is limited by the PAW GUI to something like 30 slots.
  20. Thank you, don't normally use Tokamak - and you are correct (I just looked) - they are there.
  21. Have it (seemingly) working. Needs some polish. Converted the .mbm textures to .png, and if I publish: might convert textures to .dds (greatly decreases size, strain on game). split each part out into separate files 0.625, 1.25, 1.875, 2.5, 3.75, 5, 7.5, 10m versions would be the final goal (or use TweakScale) balance against stock Since this was released under a CC BY-SA 4.0 license by @DennyTX, and DennyTX is active - I will ask if I may publish this on GitHub/SpaceDock(CKAN) or if he wishes, I can package the updates I have so far and he can publish. Thanks to @sebi.zzr for the updated part.cfg's.
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