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Everything posted by zer0Kerbal
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@taniwha thank you for the update. as always am impressed with the responsiveness! Don't know if this is a bug, but I think the description for the KS-CR Control Reference is slightly inaccurate to what it actually does: This part just adds a control reference correct? doesn't do something else? Silly me, from the part title, I originally thought it would be something that goes onto an assembly/subassembly/vessel saying when built onto an existing ship - attach me here. Which would be a great part - for when you m*u*s*t* assemble say a space station just so. just thought I would bring this to your attention. Thank you without was for this mod!
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thank you for testing to find out. what did you determine?
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scroll up a couple dozen posts (I would go find but pressed for time) - you will find a ModuleManager patch by me that quiets TweakScale on these part. IIRC
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html and all things web are far beyond my current skill levels. Might attempt once I master C#, KSP, Unity, Blender, GIMP, Biscuit, Git, GitHub, ...
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+1 thank you for the excellent feedback Will change to a yellow. that sounds possibily like missing: ToolbarController or ClickThroughBlocker. Otherwise, am flummoxed; will keep an eye out. only shows when not plugged in (currently). [Done][BUG 2.0.4.0a] Request resources will not show when plugged in. This is actually showing the 'unplugged' status.Is fixed now. thanks for testing! hopefully I am right about the missing button.
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Vary Cost of Tech Node Depending on Kopernicus Mod
zer0Kerbal replied to Probus's topic in KSP1 Mods Discussions
custombarnkit might allow this. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
zer0Kerbal replied to politas's topic in KSP1 Mod Releases
@HebaruSan - query: what can be improved on my end to help ease your efforts? how can improve readme? etc? -
as we for you. Request: could / would you turn the CKAN image on a mod to be a link to the actual CKAN listing? for mod authors.
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Greetings. I have askied for @russnash37's permission to update / continue / adopt / release this wonderful mod. @russnash37 has graciously agreed. I intend to respectfully proceed with adoption as soon as the middle of April 2020, as permitted by the individual licenses of this mod. I will provide recognition of original authors/maintainers; and I will gladly step aside should you ever want to continue this mod yourself. Thank you kindly in advance! G-Force!: Originally ARR - author has (privately) changed it to: https://github.com/russnash/G-Force
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@russnash37 has added me to the authors on Spacedock; which is now updated and so CKAN should be updating. @HebaruSan heads up.
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@overkill13 hopefully this moves us closer! Version 0.6.1.0 - Brushing off the Construction Dust zer0Kerbal released this 2020 Apr 06 Version 0.6.1.0 - Brushing off the Construction Dust Beta Release 2020 04 06 Thank you to @overkill13 apologies, forgot to include Firespitter as a required mod (wheels) adjusted CoM +y adjusted CoL +z fix attachement for MiniOMS engines fix decoupler node on docking port max temps on wings different - gave them the same haircut R/W on body from 5/3/3 to 5/- controlpoint noseup20 to nosedown15 body skinMaxTemp from 2700 -> 2200 wings skinMaxTemp from 2700/2500 -> 2400 wings maxTemp from 2400 -> 2000 added breakingForce/Torque 200 to docking port dockingport referenceAttachNode changed from top to bottom dockingport staged changed to false, still can enable See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support
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@overkill13 +1 thank you - hopefully these adjustments help My Bad - I forgot to list the Firespitter dependency. working on an update.
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Reserved for Changelog / Changelog Archive: See Full Changelog for full details of changes See Known Issues for known issues Version 1.3.0.0 - MoarBooms! DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL usual spring cleaning and automation GitHub .zip (release) does not contain the actual .dll; only Curseforge has it for now. update folder structure update to modern back-end automation resolves issue #6 Update recompile for KSP 1.12.x update to .NET 4.7.2 update to C# 9.0 renamed ModuleKaboom.cs to Kaboom.cs red box below is a link to forum post on how to get support ![][HERO:0] Kerbal Space Program 1.12.1 Unity 2019.2.2f1 .NET Framework 4.7.2 C# 9.0 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Verison 1.2.0.0 - Now with more BOOM! zer0Kerbal released this 2020 Apr 05 *Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date*
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Kaboom! (BOOM) Another way to not go to space today! What can be more Kerbal than more Explosions! Now with SuperKlue Implosions! By @zer0Kerbal, originally by @russnash37 adopted with express permission and brought to you by KerbSimpleCo Description What is Kaboom!? Kaboom! is a very simple add-on for KSP that allows the: destruction of individual parts SuperKluing / welding of two or more parts (see below) Features View full album Before and After SuperKluing Youtube review by @Kottabos/Kottabos Gaming Youtube review by @Kottabos Gaming Cabin notes and Help Wanted Localization How to support this and other great mods by zer0Kerbal See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends Comprehensive Kerbal Archive Network (CKAN) 1 Suggests SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Tags plugin *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jebbrake! Keep your Module Manager up to date Kerbal Space Program 1.12.3 — .NET Framework 4.7.2 Credits and Special Thanks see Attribution.md for comprehensive list @russnash37 - author @flart aka @yalov - SuperKlue Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: @russnash37 Footnotes this isn't a mod. ;P ↩ ↩2 ↩3 may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
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THIS IS PRE-RELEASE DO.NOT.USE.ON.LIVE.SAVES you have been warned. Version 2.0.4.0 - New Situations and New Versions zer0Kerbal pre-released this2020 04 05 for pre-release notes and changelog - follow link. NEW GUI NEW SETTINGS NEW PAW Should be faster, leaner and better. NOT Everything in game settings is working. See pre-release notes. Thank you to @linuxgurugamer for the assistance and spring.cleaning! Feedback is highly requested. Thank you in advance!
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Had another thought - if TriggerAu's ARP installed - maybe use the icons? Comments? Beta will be available. Not everything new is working, but everything that needs to be is.
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I moved things around a little - but *should* be fine - if concerned or issues, right click on the entry in CKAN and click re-install.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
zer0Kerbal replied to Nertea's topic in KSP1 Mod Releases
certainly a far cry better than I could do - I can barely do a simple, unadorned fuel tank! -
Have one little pesky issue with the GUI before I can release 2.0.4.0 - and hopefully that fixes the resource hidden issue. It is a great mod - and its simplicity is it's elegance. I really do want to add in priorities - and would be nice if it was on a per resource per vessel basis. I don't think I would start with the level of granularity of say -20 to 0 to 20 - but rather push - neutral - pull, and maybe a reserve amount. I won't start working (actively coding) on the next set of features until I get a full round of updates on my other code based mods (add-ons). The biggest hurdle I have is that I am not at all familiar with GUI programming - so am having to learn on-the-fly by-my-bootstraps from-the-ground-up KSP GUI. Concepts are easy - its the subtle nuances and hidden nuisance that slow me down. On the other issue you talk about - the ore backwash - have you tried locking the ore tanks? I haven't but the code respects (IIRC) resource flow.
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Ready for beta DO.NOT.USE.ON.LIVE.SAVES. You have been warned. I crash spaceplanes. period. So need some lucky Kerbalnauts to try this out and see how well it flys! Version 0.6.0.0 zer0Kerbal released this 1 minute ago Version 0.6.0.0 - >> pre-adoption by @zer0Kerbal Beta Release 09/09/2014 from original forum post's dropbox link See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
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SimpleConstruction! (SCON) Stock rocket building
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
all thanks go to the deserving @taniwha for updating EL. Am working on updating @Tonka Crash's patch and updating NSSC and Keridan Dynamics...