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Everything posted by zer0Kerbal
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Been on vacation - and moving into a new-to-me machine - apologies for the hiatus and slow reply once am settling into the new-to-me machine I will be pushing out the pre-release to release that is on github with slight modifications. I need to (once again) update and modernize my backend processes and files. I swear, this DOES save me time and headaches... *chuckle* Interesting. Am always open to github PR's. Am open to contract packs - either included directly or separately. I currently do not know how to write one, will eventually get around to learning how - but my plate is mostly full at the moment. Again, always open to github PR's. Maybe not but or even maybe . I agree with you @Corax; which would have me amend my statement above - any possible contract pack would have to be released separately - so those who want it could have it; and those who don't - wouldn't have it. This is core to my design principles: there are many style of play; all are valid to the person playing that style. I design for my style; but don't exclude other styles. @severedsolo well said. As you said - Log files would be very helpful. I trust that the failure rate for SRB's are correct; albeit correctly annoyingly correct - and hopefully @severedsolo agrees. I would love to make the bCoF and eLt be adjustable in game (game settings/difficultlies) (https://github.com/zer0Kerbal/OhScrap/issues/7) this might help:
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- failure
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[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
thank you - have looked and here is what I found: I need to move tweakscale out to separate patch - love to include it - hate to have ANY error messages in log files - even innocuous ones like 'module not found' I need to fix the drag cubes on dm-round-cargobay250-1 and dm-round-cargobay375-1 need correction [ModuleCargoBay]: Module ModuleToggleCrossfeed is not an IScalarModule -> this is new to me and will look into don't have a clue about this one (spoiler) - and don't believe is related to DM Cargo Bays - just included it to try and be helpful: that is all. None of these explain what is going on. It has to be an outside issue or a texture issue. Since these are old textures - (really old) that might be the issue. I will look and see if I can update them, but my texturefu is weak and pathetic. hmmm.. interesting. Logs would be helpful. Appreciate @Lisias -
Been on vacation - and moving into a new-to-me machine - apologies for the hiatus and slow reply I have the next update nearly done. Will include several suggestions from this thread.
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[1.3]Coyote Space Industries - Cargo Freighter v0.2.4
zer0Kerbal replied to dboi88's topic in KSP1 Mod Releases
Been on vacation - and moving into a new-to-me machine - apologies for the hiatus and slow reply. -
[1.12.1] ARPIcon (v1.1.0.0) Eureka! [2021 Jul 23]
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
Thank you. Been on vacation - and moving into a new-to-me machine - apologies for the hiatus and slow reply First part (the :NEEDS) fixed internally. Second part (Soil) - have added it to the SNACKS patch. It is currently set to use the Dirt.png icon. Once I am fully moving into the new-to-me machine I will push out the update.- 10 replies
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Been on vacation - and moving into a new-to-me machine - apologies for the hiatus and slow reply Almost have the technical issue licked. Issue is all the code (including gui and button) code was in the part; so every part that had the module installed within physics range was spamming the stock toolbar with a button. lots of buttons.... just working through what code goes where and so soon™
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SimpleConstruction! (SCON) Stock rocket building
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
kakkakalaco forgot *faceplant* that SimpleConstruction! only has the stock version - so no colored arrows. NSSC! has the full micropad. They are on the full micropad's texture. I personally just kept experimenting - (build - launch - recall to editor) - sad, but ... am trying to think of another way. What worked for me is building it upside down IIRC, and taking notes. lots of notes as I built it. sucks. suggest making a copy of your save game or just making another save to test things. You can also look into the .zip file and see what it adds, or its directory under gamedata. https://github.com/BobPalmer/UmbraSpaceIndustries/releases has the thing I am talking about. I personally haven't tried it - so if you aren't comfortable/not an advanced player - don't try it. -
1.3.1.0 was a pre-release version for KSP 1.8.1 1.3.2.0 was released for KSP 1.7.3 1320 is a *slightly* more advanced version of Biomatic than 1310 (code wise) - but if 1310 is working fine - I would wait until 1337 is released (which will be compiled for 1.7.3 - but is significantly more code advanced) once 1337 is released, I will push out versions for 1.8.1, 1.9.1 in short succession (hopefully a week apart). I am hoping the one remaining bug is fixed today. *knocking on wood*
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Visual Studio Tools for KSP : Localization Helper
zer0Kerbal replied to TriggerAu's topic in KSP1 Tools and Applications
thank you. +1 -
SimpleConstruction! (SCON) Stock rocket building
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
Well, Foundations *seems* to permanently fix the issue - but might have issues with worldstabilizer, the cheat menu, VesselMover, and/or Hyperedit. haven't tried with the 1st two, and the second two does a rapid unplanned joint explosion where the Foundation part is attached to the rest of the vessel. Imagine pulling a weed out by its root, and it snaps, just above the ground. I mean you could use it if you remember to detach the foundation (PAW menu) before moving.... and just haven't tried with worldstabilizer. Still it is in the queue. Until then - you could look at USI-Core - it might have the ability to tether vessels to the ground. -
CAISE:(a mod in the making)
zer0Kerbal replied to Cyrus Playz's topic in KSP1 General Mod Development Help and Support
So it is a Kopernicus mod which adds a new star system. Excellent! I can't help you other than what I just did. You should start getting some more replies. Pictures also will. Good Luck! and once I get a machine that can run Kopernicus (et al) then I will try this.- 7 replies
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- planets
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CAISE:(a mod in the making)
zer0Kerbal replied to Cyrus Playz's topic in KSP1 General Mod Development Help and Support
what is this mod ? what is it supposed to do? IIRC mediafire is not well looked upon on these forums. So I would love to look, but am not going to blindly leap, and especially not click on a link to a site I don't find trustworthy. GitHub perhaps?- 7 replies
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- planets
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I stumbled (again) across an old mod - am working on bringing it back - Foundations.
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SimpleConstruction! (SCON) Stock rocket building
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
EL-Manual I had issues also - and had to experiment until I got it right - then save it as a subassembly (station arms) But once you get the hang of it... the best answer I have for the micropad (not the control reference which isn't what I thought it was, and has be depreciated) - is the EL-Manual - remember - this is the FULL manual and not written for SimpleConstruction!. I have also added that to the OP. from page 14 (edited for clarity): note : x = left-to-right (red - cyan) y = top-to-bottom (blue) z = front-to-back (yellow) I am working on this several ways. One is the patch(es) above. Second is an old mod called 'Foundations' (you will find it in my GitHub - very beta right now) which allows you to literally create a foundation using the PAW (right-click menu) with parts that are touching terra firma - it creates a very strong connection point. Has some issues... Third is am looking to add another part to Not So Simple Construction - from another of @taniwha's mods that does what you are asking for. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
zer0Kerbal replied to TriggerAu's topic in KSP1 Mod Releases
My apologies. @TriggerAu has updated the original and only Alternate Resource Panel and has been most gracious with my overstepping. Both the Spacedock and Curseforge entries have been deleted. GitHub has been archived, and will be fully deleted in the next couple of days. I have asked for my thread to be locked then deleted. Again - my apologies for overstepping. -
My apologies. @TriggerAu has updated the original and has been most gracious with my overstepping. Both the Spacedock and Curseforge entries have been deleted. GitHub has been archived, and will be fully deleted in the next couple of days. Kindly delete this thread.
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asking is fine. I appreciate questions, answers, feedback, even an occasional tango or ha-cha-cha! I secretly keep a (somewhat) updated list of great mods on my SpaceDock profile - plus the only mods I follow are the ones I have (or will be) adopted(ing). happy streaming! mods by @zer0Kerbal
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- electric charge
- fuel cells
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I like the mod (and most of yours) - just have so many mods installed to keep track of which is what version - hence CKAN. No worries. Keep up the beautiful work, and I will use when they are on CKAN.
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CKAN allows you to just install the 'core' module - ie the .dll's that make it work - or to put it another way - nakkid FireSpitter.
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I do not know. Am waiting on one last fix before releasing an updated version, that should (might) fix this because the update completely overhauls the button/toolbar code. @Jansn67 are you using the latest version of Biomatic? https://github.com/zer0Kerbal/Biomatic/releases/tag/1.3.2.0
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I will do a pass on these in the next couple of months and add KaboOom! yes - I just don't remember where of the top of my pumpkin...
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- totm november 2019
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This mod has nothing to do with ReStock/ReStock+. This mod consists of two parts - the actual add-on (the .dll) and the Module Manager patches to implement the .dll. The patches convert part that have stock fuel cells to use ODFC instead. Not all, but many. The patches either modify existing parts, or copy the parts and modify the copies (or both). Hope that helps. PS - @gamerscircle should ping the person you are asking - that is why I didn't see this right away.
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[1.2.x/1.3.x/1.4.x] SaturnV v1.0.3 d16.07.18
zer0Kerbal replied to DECQ's topic in KSP1 Mod Releases
I am in process of adopting. -
Excellent conversation - am working on the changes I posted above.
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@Well would really appreciate seeing this on CKAN.