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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
what would be a good key to assign to helmet then? -
ODFC (On Demand Fuel Cells) might also be helpful for this. Don't know if has been updated recently - or if even works. PS: just realized that ODFC is a smartpart.
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but what time is that on Kerbin?
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just five more minutes...
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[1.10.1] Making Alternate History - Lander Pack
zer0Kerbal replied to bcink's topic in KSP1 Mod Development
wasn't poking the bears, just trying to be helpful. RL beats a full KerbalKan anyday. you are most certainly welcome. But at least that malingering odor has cleared. :eek:- 160 replies
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Permanently attaching one part to another
zer0Kerbal replied to AmpCat's topic in KSP1 Mods Discussions
all I can say is /ymmv/ so many variables... -
Permanently attaching one part to another
zer0Kerbal replied to AmpCat's topic in KSP1 Mods Discussions
thank you. concerning part variants - maybe just include the current showing one? some of the welds I did with SSPX gave me headaches with such. Also been following discussion concerning MM4 - sounds like there is headway being made. -
that was what I was thinking / hoping. For those who don't own the DLC all good. For those who choose to purchase the DLC - all good, and makes these parts even more useful.
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am curious - will IR-Next parts work with the new DLC robotic sequencer? Going to have to wait until tomorrow to find out. seriously - thank you for all the hard effort you(and others) have done for this mod.
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[1.10.1] Making Alternate History - Lander Pack
zer0Kerbal replied to bcink's topic in KSP1 Mod Development
searchfu for the win: is this what you are looking for? also github here @Deltac- 160 replies
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Permanently attaching one part to another
zer0Kerbal replied to AmpCat's topic in KSP1 Mods Discussions
https://github.com/net-lisias-ksp/UbioWeldContinuum/releases One caveat - doesn't work on 1.7/1.6 -- only on 1.4.5 and earlier (right now - @Lisias is working on updating) -
[Minimum KSP version 1.11] Surface Mounted Lights v1.19
zer0Kerbal replied to IgorZ's topic in KSP1 Mod Releases
*faceplant* I should have seen the module/MODULE - always cap MODULE. Up to @IgorZ and the other mod authors - but one Light Umbrella would be great. am *slowly* working on creating patches to update DeployableLights to KAS 1.3... @linuxgurugamer KerbalElectric has two popup lights - (round + rectangular-round) that are somewhat what you were talking about for popup-headlights. -
Permanently attaching one part to another
zer0Kerbal replied to AmpCat's topic in KSP1 Mods Discussions
Essentially reducing part count and therefor system load was, in my opinion, why welding was done originally. I've seen some comments (probably in the Ubio welding thread) about how 1.7 (or 1.6 or 1.5) changed things so .... but yes, reducing part count and similar very handy in my opinion. Those 'docking nodes' reduced part count from 5 to 1 part, and included fuel. Those station arms - went from 50-100 parts each to 5, and using the Konstruction welding ports cut one more (two) from the total. so 4 station arms, from almost 400 parts, down to 20? with deployable antenna, solar, radiators, lights, and filled with resources and looking from the NFC and other mods parts? I noticed the improvement in system performance. the solar panels are real simple. sometimes the order of modules in a part can get finicky. great explanation of steps by @Lisias below: -
If you use the Konstruction mod, you could install this patch (sic) and weld what you want (F5/F9) then turn the patch off. Patch add Konstruction welding to standard docking ports (Squad). @Ron Devu and @Tonka Crash ***************************** @Geonovast great suggestion! Suggest instead of KML/edit saves, just use MM to add the Konstruction welding modules to in situ jr's (et al).
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thought as much, hence the question. Done. polishing that part now. I plan on updating the patches on my fork soon.
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[1.7.x ~ 1.3.x] unBlur [ v0.5.0 @ 2019-06-01 ]
zer0Kerbal replied to cakepie's topic in KSP1 Mod Releases
So can use Unblur stand-alone; can use click through blocker (CTB) but if one uses TBC they will need to have Unblur and CTB installed. So how much common code is shared? What I am asking is if one were to merge the 2-3 into one mod, eliminating common code with options to turn off parts not needed, how much space/mem/ips would be saved? Would it be worth it - would you be willing to? I have already installed Unblur in aticipation of the change. My (probably irrational) perception is that doing so has helped performance. (220 or so mods, no glam-glam visual candy (except restock etc), 8gb decade old notebook, with amd dead, only integrated video surviving - ssd). -
Permanently attaching one part to another
zer0Kerbal replied to AmpCat's topic in KSP1 Mods Discussions
no example - but start with the core part.cfg - rename the file (and the part) - the core items should be simple (name, description, mass, cost, etc) - the copy into it the model parts (look at the parts here for an example maybe). The cport (and the solar) were either welded or manually added. copy: model/texture - adjust placement, scale, orientation add in cost, mass, tech tree - adjust for brittleness etc. add in modules/resources from parts being welded in. Animations are tricky - unless they are uniquely named - can usually only have one. be methodical. add one thing at a time and adjust. once you get the base you can always try to use MM patches to attempt to add/adjust. good luck. Bob is behind you all the way! can also check out some parts I have welded in the past (WIP) lots of trial and error is to be expected. KISS at first. the station 'node' was tricky because of the switching involved (had to strip it out) the below is only 4 or five parts. each welded and then hand adjusted. probably not very game balanced. stick 3-4 of these on a station ... -
have the engineonarm and core with additional attachment nodes, have symmetry working for attachment and this extends to some items on the engines. Have a B9 patch to switch from 4/2/0 side nodes on the core. Should the arms be dead center on the core (as in the attachment) so as to not affect the CoG or should they be centered for aesthetics? (0 or 0.15)? any requests for additional attachment points? kindly say so. However, things like rotate thrust, extend/retract, mode are not tying into symmetry and that puzzles me. Winch is working, still experimenting with placement.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
zer0Kerbal replied to IgorZ's topic in KSP1 Mod Releases
I always suggest what you suggest. I might (for personal only) attempt to get the ASET deployable lights working in on my own system. now @Fengist was active in early March (19) - so could always reach out. I personally ALWAYS install Surface Lights, and like LinuxGuruGamer, dream about having more. (That one about pop-up lights, using flush mounted models (like the flush RCS) caught my attention. ) -
[1.0.5] Versatile Toolbox System (Added USI Support)
zer0Kerbal replied to Nazari1382's topic in KSP1 Mod Releases
just re-stumbled across this mod. -
interesting.
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
zer0Kerbal replied to IgorZ's topic in KSP1 Mod Releases
Just saying - would love to see SML and KE become SML+KE - with proper Attribution. I mean - who doesn't like the name :slime lights: the idiot lights .... and there is one other light mod that I am half-trying to scratch my head into getting working in 1.7 for the new DLC - Deployable Light Globe -
been thinking about that in the background - :NEEDS[KAS] is easy on the PART or inside the part patch - but how to differentiate between versions of a mod for this purpose in a patch? @linuxgurugamer
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[Minimum KSP version 1.11] Surface Mounted Lights v1.19
zer0Kerbal replied to IgorZ's topic in KSP1 Mod Releases
like this license: Creative Commons Attribution-NonCommercial 4.0 International Public License