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Everything posted by zer0Kerbal
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[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 do try to use this in all my mods.. Thank you for it. left you some ideas and suggestions on github: -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
A glorious review! Thank You @Kottabos. Taken notes, and improvements / corrections coming. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
Posting changes as they happen here. First part up: DMfuselage-intake - has the same specs as the Ram Air Intake. 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 -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
thank you @linuxgurugamer! the tanks should be spot on - in most regards. see posts above for slight changes suggested and will be addressed when I push out the next release soon™. the AeroRadial should be spot on - at least the production part. The Flat Fuselage - should also be close. Cargobays should also be close If you see something, kindly say something. and as always, PR's welcome. I spent the day working on some, um, mods, that fell into my lap and tracking down the licenses/permissions for others. all good. I know one or two that come to mind that you might not enjoy all that much. thank you. what would you suggest? I would expect them to be a little higher because IIRC 90° angles radiate better - or do I have that backwards? 90° angles are bad in circuitry and fluid dynamic flows.... -
mesh -> model
zer0Kerbal replied to zer0Kerbal's topic in KSP1 General Mod Development Help and Support
thank you @Shadowmage and @Barar ! +1 things are behaving better. still flumoxed about partvarient - just swapping the color here are the parts https://github.com/zer0Kerbal/DaMichel/tree/master/GameData/DaMichel/SphericalTanks trying to swap out 'orange-tank-r140-color.dds' for a host of other color textures in /Assets/ here is the code I am using: ... I can get it swap out lots of things - just not the one I want. I want to swap out 'orange-tank-r140-color ' for 'gold.dds' or 'silver.dds' or 'red.dds' thank you in advance! materialName = orange-tank-r140-color // orange-tank-r55-color // mainTextureURL = DaMichel/SphericalTanks/Assets/gold _Color = DaMichel/SphericalTanks/Assets/gold -
wonder if @Eskandare has it on a github repo...
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I think I remember that. too bad it's license is ND - maybe should see if the author would change said license.
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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! +1 merged. will try to release 1.1.0.1 later today. -
this?
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Personally I think that Jeb, Bill, Bob, and Valentina are sitting around munching on junk food (Kheetos and Kunyuns) and drinking MountainKew while playing Human Space Program (HSP 1.9 back to the Moon) while waiting for KSP2 to drop.
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well - just released DaMichel's CargoBays - 2.5m x1m,2m,4m. Am thinking of also adding more sizes. DaMichel's Parts and if I keep on the grind stone - I will be releasing SimpleCargoBays hopefully this week. All round. in many sizes (up to 5m) hope this helps.
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Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
suggest this be moved to mod discussions since it is now in a mod and not just a suggestion @Geonovast -
umm... did something happen I don't know about?
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Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
@Buzz light fear, @Cavscout74 I have the first set of patches working well (at least in my limited testing) requires SimpleLogistics (very lightweight impact addon) requires the patch (see above, will include in next release of SimpleLogistics) Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG) .50 EC/s produces heat like stock RTG has a battery of 50 EC units all the normal rules for RTG apply OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel) produces .15 (max) EC/s has a battery of 50 EC units needs sunlight all the normal rules for solar apply range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays existing rtg/solarpanels might not work - might only be new ones only. (checking) after deploying, must manually 'plug-in' to the SimpleLogistics network. picking up and putting down again for existing parts seems to fix the patch (they 'respawn' from the master part, which is now patched' there is a limitation, SimpleLogistics currently just averages out resources over the network. Future plans include being able to set a vessel to 'pump', 'store', 'suck' (priorities). QUESTION? have each deployable part have a commandModule (just in hibernation) so can use the PAW/RMB menu to plug-into the network? Can also use the SimpleLogistics pop-up to join. no commandModule on deployable parts, Can ONLY use the SimpleLogistics pop-up to plug-into network. P.S.: I will be working on the deployableBattery version tomorrow. This patch is now on GitHub. +1 Thank you for the idea for these patches. -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
caveats have to manually plug-in to SimpleLogistics (will see if I can do something about that next major release of SimpleLogistics) has to have a commandmodule - but it can be in hibernation (doublechecking) had the rtg with both the generator AND the solar - found traces of hotPink hotGlue on module... -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
@Cavscout74 I had the same experience as you - about before/after patches. - corrected above patches : had Squad/Serenity instead of SquadExpansion/Serenity. patches working (everything is showing up on -mmdump logs. - had to remove the blades - the capsule was trying to run away. - yes, those are light rings... and batteries. -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
am happy. and pleasantly surprised - was expecting more... issues. :p you didn't have to do anything else? hmmm B) -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
@Cavscout74 +1 am in game now - and working on it. was this with or without deployablebatteries? -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
I am out the door and haven't had time to test these yet - but they should be 96.3% solid. These are experimental - and should not be used on live saves. Just started game to see if MM complained, it didn't (no DeployableBatteries installed). To test - suggest making a file system copy of your save game and trying it on that first. I used Mini-NUK-PD Radioisotope Thermoelectric (stock) and OX-STAT Photovoltaic Panels (stock) to model off of, just reduced production to account for use in its normal situation (powering deployed science) and scale. Am open to adjusting SImpleLogistics provided patch as long as it keeps stock balance (to a degree). Also added in ModuleCoreHeat and radiatorMax for the rtg (only seemed fair) DeployableBatteries.cfg DeployableScience.cfg -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
patch needed. so the question becomes to use @linuxgurugamer's DeployableBattery or not. I can write the patches (almost done) for both scenarios. Would post here and github, and include in next release of SimpleLogistics once they are bug free and working. -
Deployed ground solar panels as base power
zer0Kerbal replied to Buzz light fear's topic in KSP1 Mods Discussions
let me check to see if the BG part would work... or might need a mm-patch. -
[1.8.1] DaMichels Parts [1.1.0.0](2020 02 17)
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Releases
news came early: I will try to release version 1.1.0.1 later today/tomorrow. the repo has been updated.