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Everything posted by zer0Kerbal
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reserved for past change logs: Version 0.0.5.0 Mission Control, the BIGGER Stork has landed! Version 0.0.4.0 - Mission Control, the Stork has landed! [KSP 1.7.3] zer0Kerbal released this 24 Feb 2020 version = 0.0.3.0 version = 0.0.2.6 version = 0.0.2.5 version = 0.0.2.4 version = 0.0.2.3 version = 0.0.2.2 version = 0.0.2.1 version = 0.0.2.0 version = 0.0.1.0
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reserved for current changelog: Version 0.0.5.0 Mission Control, the BIGGER Stork has landed! for Kerbal Space Program 1.8.1 zer0Kerbal released this 08 Mar 2020 Stork Delivery System (SDS) Kermangeddon Industries Version 0.0.5.0 - Mission Control, the BIGGER Stork has landed! [KSP 1.8.1] [NEW] introducing the Jumbo sized models - capable of handling 5.0m and 7.5m parts. corrected tweakscale scale module in short from 2.5 to 3.75 corrected several small typo's in the localization dictionary updated to new KERBALCHANGELOG formating (hopefully I got it right this time ) ghostparts.cfg introduced. original three parts have had their internal part names changed. this file should prevent any Kraken attacks. added automatic GitHub action: Validate AVC .version files and corresponding shield to Readme's Kerbal Space Program 1.8.1
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Download on SpaceDock, Github or Curseforge. Available on CKAN. Stork Delivery System (SDS) This is the new thread. Original thread here. zer0Kerbal adopts for curation the mod known as Stork Delivery System (SDS) by Kermangeddon industries. Created by @riocrokite A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Vertical frames with integrated legs for interstage and planetary delivery. Stork Delivery System (SDS) Kermangeddon Industries A Payload parts mod that Delivers your big cargo to the planet surface without flipping! Author Stork Delivery System [SDS] adopted for curation by zer0Kerbal Originally created by riocrokite Description Vertical frames with integrated legs for interstage and planetary delivery. Mod characteristics allows you to deliver tall 2.5m or 3.75m diameter parts to planet surface thanks to 6m long, extendable legs. [NEW] introducing the Jumbo sized models - capable of handling 5.0m and 7.5m parts. (24m and 14m tall) lightweight - reusing same textures wherever possible integrated approach - one integrated part for frame and legs to increase stability and reduce part count Example usages: Delivery of cargo trucks (with an assistance of JebPush TM at the end:)) Warnings or 'cabin sticky notes' When placing engines above center of mass be sure to either lock gimbals or not use SAS because of KSP bug {you might try to solve it using Tweakable Everything mod and reversing thrust of engines that are above center of mass} Avoid rocket/jet blast directed at the legs when they are extended. Prolonged blast will destroy the frame. Extending process take some time so you have to account for that when preparing to land. Installation Directions Use CKAN (best way) — or — Before installation please delete StorkDeliverySystem folder in KermangeddonIndustries catalog. (GameData/KermangeddonIndustries/StorkDeliverySystem/) Then copy .zip content into your GameData folder. Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.8.1, may work on earlier versions Suggests Biomatic MoarKerbals SimpleLogistics SimpleConstruction) Not So SimpleConstruction (NSSC) Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Mobile Frame System - Stork legs are designed primarily to ease delivering of vehicles to the planetary surface. Supports Kerbal Change Log License CC 4.0 BY-NC-SA Stork Delivery System is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which in layman's terms means: You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivative: riocrokite (Stork Delivery System). All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Content originally created by . forum thread SOURCE: GitHub License: CC BY-NC-SA 4.0 v0.0.4.0 original: 17 Jul 2018 zed'K | updated: 24 Feb 2020 zed'K
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I would help - but the license is ND - no derivatives. chance that to SA and or put on github so can PR changes.
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you are welcome. I have added kloneSchool (ability to convert 'colonists' into random (scientist, engineer pilot). I plan on getting everything done, release to 1.7.3; then immediately recompile for 1.8.1; release and then immediately recompile for 1.9.1 and stay there. At that time I will add the localization code. I don't need any additional features for kloneSchool - just install FTF and or FTL (Field Training Facility/FieldTrainingLab) This is being designed to work hand-in-hand with SimpleLife.
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[WIP][1.3] PersistentThrust v1.0.9
zer0Kerbal replied to mrsolarsail's topic in KSP1 Mod Development
it does - it is now part of SolarSail - I've been working on trying to get this to work in 1.8+ in the background. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
DaMichel's AeroRadial Version 1.1.0.1 - Spit'n'Polish -
localization script
zer0Kerbal replied to zer0Kerbal's topic in KSP1 General Mod Development Help and Support
no - thank you - I will check it out. Also found: ihsoft/KSPDev_LocalizationTool: A mod for Kerbal Space Program game by @IgorZ -
[1.3.x] SETI, Unmanned before Manned [Patreon]
zer0Kerbal replied to Yemo's topic in KSP1 Mod Releases
I have asked @Yemo for his blessing to continue 'SETI-ProbeParts'. Seti-ProbeParts: Licenses: All Rights Reserved, except for mod specific config files Squad License for part.cfg's is MIT -
[1.2-1.7] Blender (2.83+) .mu import/export addon
zer0Kerbal replied to taniwha's topic in KSP1 Tools and Applications
finally remembered that even though my grand-potato can't run 2.8, it can run 2.79 so going to install this and the path is 'C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_object_mu" - right fro above quoted directions; all good - except there is a period in the path.. what am I missing? got it working - ignore the error messages and all will be fine. -
[1.9.x] PicoPort, the Micro Docking Ports
zer0Kerbal replied to linuxgurugamer's topic in KSP1 Mod Releases
*chuckle* - Sanka cha dead? nope. was just about to review it for any moderizations/updates before releasing a new version. right after docking port descriptions. thanks @linuxgurugamer -
DockingPortDescriptions Shielded PicoPort they go with any playstyle.
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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
DaMichel's Fuselage Version 1.1.0.1 - Spit'n'Polish zer0Kerbal released this 2020 02 22 -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
with B9 installed, will choose between either the side two or the central; will be able to select top/bottom separately. (1.1.0.2 - not released yet) @JadeOfMaar -
Launch clamp - alike base mounts question
zer0Kerbal replied to Hohmannson's topic in KSP1 Mods Discussions
there was one more mod - old one - that had something like you wanted - will try to track it down. -
[1.8.x-1.9.x] Kerbal Changelog v1.3.0 (6.14.20)
zer0Kerbal replied to Benjamin Kerman's topic in KSP1 Mod Releases
I also target 4.8 - (and will keep current) without issues with 1.8.x. haven't compiled anything for 1.9, waiting for 1.9.1 -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
zer0Kerbal replied to politas's topic in KSP1 Mod Releases
@HebaruSan how would I put together a CKAN mod pack? for DaMichel's parts? thank you in advance! -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
question: I can add more tanks - 1.875 / 2.5 / 3.75 etc. - currently supported by TweakScale; however would it be better to have actual parts, or just parts that appear if TweakScale isn't installed? I was planning on pushing a set of releases today, but the sheer volume of suggestions - plus having a few more mods added to my VAB set my timing back. Still planning to have them out this weekend. I have thought about doing a B9node switch for the bicoupler fuselage pieces - it would be switch between current, or two (1 | 2 nodes). and how about more cargo bays? larger smaller? also - keep or ditch the xmitter in the tail boom? DM-fuselage-cone basing stats on: Advanced Nose Cone - Type B (pointyNoseConeB) DM-fuselage-tailboom Based upon Tail Connector A [airplaneTailB] DM-fuselage-X1 based upon Mk2 Rocket Fuel Fuselage Short(mk2FuselageShortLFO) DM-fuselage-X2 based upon Mk2 Rocket Fuel Fuselage(mk2FuselageLongLFO) DM-fuselage-adapter based upon (mk2SpacePlaneAdapter) Mk2 to 1.25m Adapter DM-fuselage-front based upon (noseConeAdapter) NCS Adapter -
trying to adjust a node position via math does the index start with 0 or 1? so the follow code would multiply which ? 0, 1, 2, 3, 4, 5, 6? or is it 1, 2, 3, 4, 5, 6, 7, 8? +PART[xyz125] { @node_stack_top,1 *= 1.5 // 0.0, 0.68, 0.0, 0.0, 1.0, 0.0, 1 // 0 1 2 3 4 5 6 // 1 2 3 4 5 6 7 ... } I want to multiply the 0.68. thank you in advance!
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[1.11 - 1.12.x] KDEX Continued [v2.0.2][2021-07-05]
zer0Kerbal replied to micha's topic in KSP1 Mod Releases
I enjoy this mod, so I put in a PR - hope you don't mind https://github.com/mwerle/kdex/pull/2