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KSP2 Release Notes
Everything posted by zer0Kerbal
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
zer0Kerbal replied to IgorZ's topic in KSP1 Mod Releases
that is so kerbal. hidden, unknown redundancies. -
fixed. I always do, don't know what happened.
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hmmm... when will someone post a MM patch that changes suit color based upon class and rank?
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SO - cleaned up the disaster of a mess of my GitHub fork... 0.16 is being updated now on github: All nodes should be in place on all eight parts with full B9 switch support. All nodes *should* be orientated correctly. All nodes have been renamed to reflect where they are. Will post changelog in next post Will push end of this weekend, if that works for you @linuxgurugamer Will now work on KAS Think I have worked out the intent of the winch on the grapplerJr (space tether) Comment on Engines: After our discussion I started thinking and distinctly remember a note somewhere about these specific engines being higher than normal thrust/ISP due to being 'dirty' aka running hot like a WWII diesel being fed napalm or whisky. 'Dirty' as in very little radioactivity shielding. Images showing another possibility (120 degree nodes* on grapplerJr and additional nodes on engineonArm) as always, comments and suggestions are strongly solicited and appreciated. * 120 degree nodes are precisely 120° apart with the 0° on the dorsal line; are also on the CoG, and since the engineonArm attachment point is also on its CoG, all balanced (I hope).
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@Snark thank you for this mod. activated the TerrierPartVarient patch and ModuleManager said this: displayName = LFO // #$/MODULE[ModulePartVariants]/VARIANT[Shroud]/displayName$ fixes it, but rather prefer the dynamic style of original patch. Also: is there a simple way to expand that patch to all engines with shroud varients and base the amount added by part mass - only if there is no LF/LFO present? (and how)
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[WIN]Game Data Switcher - GDS [V1.0.5]
zer0Kerbal replied to Icecovery's topic in KSP1 Tools and Applications
I want to try this. It is exactly what I am looking for. One question and one request: Does CKAN work with this (and how)? I have one folder where I keep my personal patches and stuff, is there a way to have it static between the different saves? So when I would switch to a different save, this folder GameData/Goo/* would stay put? -
[1.12.x] KEI - Kerbin Environmental Institute
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
nope, they don't. -
the only feature I can think of right now is a boolean checkbox to filter 'unbuildable' or 'unavailable do to...'
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thank you. isn't there a way to add a module index in MM patches? like: MODULE[ModuleAnimateGeneric][0] {} MODULE[ModuleAnimateGeneric][1]{}
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thank you. I am thinking that it is, as you say, not all that much work - it is my skill level in blender/unity that I question. I've tried making one part, a battery that looks like a fuel tank - and well, that still doesn't look like anything except a Jeb creation. could make a great tutorial since not a complex or large space.
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[1.12.x] KEI - Kerbin Environmental Institute
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
*chuckle* will help if I can figure out how. love your answer - must be sleepforuming. -
thank you, would love to, however way above my ability with blender/unity. I can and do parts and MM patches reasonably competently at a little above novice beginner level. will keep it in mind for the near future(ish).
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[1.12.x] KEI - Kerbin Environmental Institute
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
nice, did Interkosmos (brand new mod by @Well) also get added? -
yes, thank you. I should be able to handle the AYA rotateThrust patch and will put up shortly. Get some sleep. Okay, probably can't handle it since the last couple of entries befuddle me:
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like the AYA patch, is it possible to also do the same for rotateThrust?
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I see the changed file - will attempt again (nodes 0.15) patch-3 now has both files and a pr submitted. (am learning) @linuxgurugamer