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KSP2 Release Notes
Everything posted by zer0Kerbal
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Version 2.0.3.2 - Deployable Serenity zer0Kerbal 20 Mar 2020 Version 2.0.3.2 - Deployable Serenity thank you to forum users @buzz light fear, @Cavscout74, and @leatherneck6017 for the ideas! for those who have the DLC Breaking Ground installed there is a new feature for two Serenity parts the DeployedRTG and the DeployedSolarPanel can now be plugged into a SimpleLogistic's network EXPERIMENTAL: Add SimpleLogistics! to Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG) all the normal rules for RTG apply produces .50 EC/s produces heat like stock RTG range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again has a battery of 25 EC units EXPERIMENTAL: Add SimpleLogistics! to OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel) produces .15 (max) EC/s has a battery of 25 EC units needs sunlight all the normal rules for solar apply range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. EXPERIMENTAL: Add SimpleLogistics! to KAS PrtPylonPwer (so anything attached can draw power) Thank you to @leatherneck6017 for this idea. add KAS-PortPylonPwr.cfg experimental: IsActive = True FUTURE: need to expand to anything that has cck-lights, including deployable-lights and tracking lights. range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays after deploying, must manually 'plug-in' to the SimpleLogistics network. existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again there is a limitation, SimpleLogistics currently just averages out resources over the network. Code and Code Related added Version.tt and AssemblyVersion.tt automation moved AssemblyVersion.tt/.cs into Properties/ updated to v2 of InstallChecker.cs moved Textures/ -> Plugins/Textures/ Deployment and Backend update changelog to include new Kerbal Changelog features updated _deploy and _buildRelease automated Readme.md -> Readme.htm Readme.htm now included in release CONTRIBUTING.md now included in repository updated .version to be avc compliant added avc github checker and badge updated .gitattributes .gitignore added json's updated / modernized .csproj updated Readme.md updated Releases.layout.md 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 Kerbal Space Program 1.8.1 Unity 2019.2.2f1 .NET Framework 4.8 *Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date*
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Congrats! Take a look at @linuxgurugamer's github repo. He has a very standardized way of doing things that works for him. Most of what you need is in these files: Mod.version Readme.md license.txt Only comment on licenses (which you really need to have one at least in you 32bit .zip release file) is probably stay away from the CC licenses. MIT/GPL/WTFPL are very well suited for KSP mods. One might be tempted to include the Non-Commercial clause, but that is just a way to shoot yourself in the foot. CKAN submission can be automated through Spacedock. When you create the Mod entry / or update with a new file (IIRC) just check the CKAN box. Further questions about CKAN -> @HebaruSan Good Luck!
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@DennyTX has given his blessing. More when there is more. Until then: THIS.IS.PRE-RELEASE. YOU.HAVE.BEEN.WARNED. for KSP 1.7.3 - hasn't been tested on any other. the more tests, reports back the faster it will get released for 1.7.3/1.8.1/1.9.1 (sequentially)
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am about 75% of the way through moderization. will take a couple of weeks, but am keeping the repo updated. Concerning the patchmanager patches, well, beyond my pay grade - but will still include them. and your other mod caught my eye. and I was trying to be stealthy! have already converted the textures to .dds and updated the models to point to .dds. will have to see how it looks in game.
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excellent catch! those mods don't have a forum post to link to yet - soon™
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How to set a deploy limit for a part
zer0Kerbal replied to VoidCosmos's topic in KSP1 Mods Discussions
welcome. and no. Am not yet progressed to planes. -
Greetings. I am have asked @Eleusis La Arwall's permission to update / continue / adopt / release this wonderful mod. Hopefully I hear back from @Eleusis La Arwall soon with an answer. In case I don't hear back, I intend to respectfully proceed as permitted by the individual licenses of this mod as soon as the end of March 2020. I will provide recognition of original authors/maintainers; and I will gladly step aside should they ever want to continue this mod. I also plan on including updates from @Krakatoa's repo and other patches in this thread. Thank you kindly in advance! Keridian Dynamics - Vessel Assembly: https://github.com/EleusisLaArwall/KeridianDynamics-VesselAssembly https://github.com/Khalendros/KeridianDynamics-VesselAssembly https://spacedock.info/mod/308 More news when there is some.
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I believe so, if isn't the real question; but rather how difficult. I have the code from Biomatic - and it is in is own little file TechChecker.cs - and so it not only looks possible, but probable. caveats: still won't be a special part, unless somebody supplies the part and texture (would be a lower tech tree option) where in the techTree would you want it? where in @Nertea's CommunityTechTree would you like to see it?
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How to set a deploy limit for a part
zer0Kerbal replied to VoidCosmos's topic in KSP1 Mods Discussions
OR written for a Kerbal, by a Kerbak, in Kerbal. thank you. +1 glad to hear that. did the 50 work, or did you have to adjust it further? I chose 50 because 45 is 50% of 90. -
How to set a deploy limit for a part
zer0Kerbal replied to VoidCosmos's topic in KSP1 Mods Discussions
you are welcome. kindly tell me if it works. Feedback has been sadly lacking on so many fronts. Must.Warn.You. the KSPAPI reference is as wondrous as it is byzantinely obtuse. Like reading advanced quantum entanglement for not-dummies, written backwards, upside down, in an alien tongue using 7 dimensional quill pens. in invisible ink. /YMMV/ -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
zer0Kerbal replied to Dewar's topic in KSP1 Mod Releases
I like the idea - and I always appreciate PR's through github. -
[1.9.x] QuizTech Aero Pack Continued
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
maybe this. -
How to set a deploy limit for a part
zer0Kerbal replied to VoidCosmos's topic in KSP1 Mods Discussions
try this /ymmv/ information from here: -
Greetings. I have askied for @russnash37's permission to update / continue / adopt / release this wonderful mod. I absolutely love this mod and really want others to enjoy it as well. Small footprint and one single feature. I like it. Hopefully I hear back from @russnash37 with an answer. But in case I don't hear back from @russnash37, I intend to respectfully proceed as soon as the end of March 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! Kaboom!: https://github.com/russnash/Kaboom https://spacedock.info/mod/833 https://www.curseforge.com/kerbal/ksp-mods/kaboom
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Greetings. I have asked for @DennyTX's permission to update / continue / adopt / release the above named wonderful mod. I absolutely love this mod and really want others to enjoy it as well. It isn't Trajectories(which I love), and that is what I like about it. Small footprint and one single feature. I like it. Hopefully I hear back from @DennyTX with an answer. In the case I don't hear back from @DennyTX, I intend to respectfully proceed as permitted by the individual licenses of this mod as soon as the end of March 2020. I will provide recognition of original authors/maintainers; and I will gladly step aside should he ever want to continue this mod yourself. Thank you kindly in advance! LandingAim: https://github.com/DennyTX/Landing-Aim https://spacedock.info/mod/1365 more when there is more.
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
zer0Kerbal replied to Dewar's topic in KSP1 Mod Releases
Thanks for the answer. I might adopt - just to update it for those who do use it. -
maybe PRC by ASET (LGG) or PackRat by USI
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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
I've been meaning to release an update for DST - let's see if I can cut the mustard and get it out by the weekend. -
are you talking about flight or tracking station? tracking station has Tracking Station Evolved
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[1.4.4] Solar Science [v1.1.1] [August 3, 2018]
zer0Kerbal replied to Snoopy20111's topic in KSP1 Mod Releases
Initial release is for 1.7.3 - and providing there are no major changes, 1.8.1 will follow shortly. Same goes for 1.9.1. Thank you @Snoopy 20111! -
Reserved for Changelog: Changelog Summary See ChangeLog for full details of mod changes Known Issues See Known Issues for full details of feature requests, and known issues Verison 1.2.0.0 - Praise Snoopy 20111! [KSP 1.7.3] zer0Kerbal released this 2020-03-18 FULLY DELETE EXISTING INSTALLATIONS BEFORE INSTALLING. THINGS HAVE CHANGED! Verison 1.2.0.0 - Praise Snoopy 20111! Adoption by zer0Kerbal initial release for KSP 1.7.3 compiled with .NET 3.5 license changed by original author to MIT (thank you @Snoopy 20111 ) Internal code rewrite to improve maintainability combined two .dll's into one - still some optimization to be had added Version.TT and AssemblyVersion.TT added InstallChecker.cs 2.0.0.0 added Log.cs added Localization to code (en-us.cfg) moved sounds into Plugins/ moved textures into Plugins/ lots of little changes Deployment added automated backend processes added support infrastructure updated GitHub updated SpaceDock updated Curseforge Created new forum thread added json's converted to Kerbal Changelog part.cfg's Reformatted all part cfg files added Localization to parts (en-us.cfg) Kerbal Space Program 1.7.3 .NET Framework 3.5
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Solar Science (SOL) Salutations! May the sunlight always be upon you! This science addon that adds two Deep Space Solar Experiments (STEREO and SOHO) to Kerbal Space Program. By zer0Kerbal, originally by Snoopy20111 adopted with express permission and brought to you by KerbSimpleCo Preamble by Snoopy20111 Remember to Praise the Sun! 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 Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Biome identification, notification, tracking, and warp stopping. Kaboom! (BOOM) Another way to not go to space today! GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) ProbiTronics (PT) Supports Either 3 Module Manager Module Manager /L Contract Configurator 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 Credits and Special Thanks Snoopy20111 for creating this glorious addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
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[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
zer0Kerbal replied to Dewar's topic in KSP1 Mod Releases
just checking this - you do realize when I ask it isn't about if it is working? I already have it working. -
[v1.3] The Gold Standard - Minable Gold and Unobtainium for profit!
zer0Kerbal replied to Dewar's topic in KSP1 Mod Releases
Has anyone adopted this mod? @JadeOfMaar?