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KSP2 Release Notes
Everything posted by zer0Kerbal
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
zer0Kerbal replied to blowfish's topic in KSP1 Mod Releases
@JadeOfMaar *chuckle* now will have to look at that patch as well, totally forgotten about it - and would be another great 'generic' patch (RCS fuel switch) -
if I am understanding you correctly @EugeneLevinson - what you are looking for is the reference KSP uses to refer to parts. If you look at any part.cfg file (txt) - one of the first items you will see is name = xxxx xxx is what you are looking for. Good part naming does not include spaces or non-standard characters like _ (underscore) but does include a-z;A-Z;0-9;- bad naming (still allowed) can include spaces, underscores, and periods. hope this helps.
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[1.12.x] Near Future Technologies (September 6)
zer0Kerbal replied to Nertea's topic in KSP1 Mod Releases
congrats: -
Looking for a Liquid Fuel Tank Only Mod
zer0Kerbal replied to Admiral Naismith's topic in KSP1 Mods Discussions
for B9: just +PART and change the LFO to LF (Add the LF+O quantities to get new amount and maxAmount) agree - to learn just find existing MM patches and learn. good luck. -
0.0.0.3 B9StockPatches (BSP) This mod uses Module Manager patches to add an assortment of B9fuelswitch tank types to stock and DLC fuel tanks. changelog: Word about the MP volume change: if you have two identical stock tanks, one filled with Liquid Fuel, and the other filled with MonoPropellant, there will be 150% more MonoPropellant units than LF. This is Stock. The patches were not taking this into consideration; they are now. Word about the Ore volume:fixed something doesn't seem correct about the amount of ore these patches are including. The stock ore tanks seem to hold about 500% more ore in the same amount of space. Comments Appreciated.
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[1.12.x] Near Future Technologies (September 6)
zer0Kerbal replied to Nertea's topic in KSP1 Mod Releases
Congrats! oh what a present! -
[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
thank you. -
[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
its *teary eyed* beautiful! only one issue have been experiencing - haven't tried RC2 (side-tracked on yet another project) is would like a button to turn all paths on/off/toggle in the editor. and sometimes the individual part's toggle doesn't seem to work. -
Changelog: Version 1.0.0.0 - Choices, Priorities, and Possibilities zer0Kerbal released this on Feb 25 version = 0.0.0.4 version = 0.0.0.3 version = 0.0.0.2 version = 0.0.0.1
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B9 Stock Patches (B9P) Created by @zer0Kerbal email with continued support from the community. This mod uses Module Manager patches to add an assortment of B9fuelswitch tank types to stock and DLC fuel tanks. Do not bother @Blowfish with support requests for this mod. Installing this adds a selection of B9 tank types to most stock tanks Liquid Fuel & Oxidizer Liquid Fuel MonoPropellant Battery Installing KGEx (some need CRP) and/or SimpleConstruction will also add: Support (EC + MP) Xenon Gas Ore Argon Gas H20+Water Oxidizer RocketParts Metal Combination RocketParts + Metal + Ore Cabin notes: Tank sizes are automatically determined by existing parts existing capacity (thank you to @JadeofMaar) Default tank type should not change, if it was MP it still should be MP If Near Future Exploration is installed, will switch (silver) LFO tank to LF and (metal) LFO tank to Oxidizer. If KGEx is installed, several more combination tanktypes will become available. You can tweak values by editing the part.cfg or using but beware, these are complicated and advanced multi-pass patches. Have a request? Glad to have them, kindly submit through GitHub. Full Changelog: See ChangeLog for full details of mod changes Known Issues: See Known Issuues for any known issues Installation Directions: Use Dependencies Kerbal Space Program may work on other versions (YMMV) Module Manager [^1] B9PartSwitcher Recomends KGex adds more tanks types Community Resource Pack Suggests (other fun mods by zed'K): On Demand Fuel Cells {ODFC)} Field Training Lab (FTL) Field Training Facility (FTF) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods Repressurized)(TCP) Stork Delivery System (SDS) Biomatic Oh Scrap!: ScrapYard: DaMichel's AeroRadial DaMichel's CargoBays DaMichel's Fuselage DaMichel's Spherical Tanks Stork Delivery System (SDS) SimpleLogistics! SimpleConstructon! Not So SimpleConstructon! TweakScale Supports Kerbal Change Log SimpleConstructon! Near Future Exploration Near Future Construction Conflicts none known red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Author: @zer0Kerbal Thread Download Source: GitHub License: v1.0.0.0 original: 11 Aug 2018 0K updated: 26 Mar 2020 zed'K [^1]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date
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[WIP] Nert's Dev Thread - Current: various updates
zer0Kerbal replied to Nertea's topic in KSP1 Mod Development
perfect. thank you. will try shortly. -
it still is being used. >half a million downloads means ALLOT of players are using it. only needs to handle ODFC when it is hooked up. everything / anything else is moot in my opinion. I would like it to work - but that is another issue. So enough derailment of this thread kindly. Unless you have something constructive to add - like code or direct answers to my questions.
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yes there is - in the top all mods ranked by most downloaded in CKAN: #44 in 1.8.1 compatible mods #56 in all mods. see below - updated to 1.8.9 and is available through CKAN. again I tend to disagree. Since ODFC replaces the stock module, Kerbalism (as good as it is) doesn't control it, and in fact the authors have stated they won't support it. It works as good if not better (especially with upcoming features already in the works) than Kerbalism's integrated version. For those players who do not have Kerbalism installed, which is a large percentage, it would be nice to have this option. For those players (which seem like MANY (see above highlighted image taken just now from CKAN) who want background Resources/Processing - this is a very relevant question. Because if ODFC can integrate, other mods can as well. Now back to the OP's question without further derailment. PS compare and contrast those numbers vs. Kerbalism (which is a great mod):
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[WIP] 1.10.1.2 - The Martian for KSP (MAV Release)
zer0Kerbal replied to bcink's topic in KSP1 Mod Development
well, in that spirit - ISRU and drill; scienceTSOI compartment, SpudHouse... -
yes, that makes sense. three points: ODFC does rewrite the stock resource converter and is using modernized code that *seems* to be running very well, very fast, and with a small footprint. KSP is not the same code as it was back then in the zer0.point days. So much has improved and changed, including .NET and Unity and especially the code. Might work better now. Nothing changes in KSP unless the modders first make it so. Every. Single.Improvement. in KSP over the last several years has been driven by the players using mods that broke ground and changed/improved the user experience. *To Go Boldly* Only way to find out is to try. doesn't matter how many reasons why not, only need one reason to do it. I have that reason. Cause I want to, and there are examples of how it can be re-written (Kerbalism for example and TACLS). So yes, any assistance I get can to fill in the boilerplate and initially to make sure the boilerplate still integrates is appreciated.
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
zer0Kerbal replied to blowfish's topic in KSP1 Mod Releases
yep - it was only one or two tanks - haven't looked at MH yet. will be adding a couple optional tanks - for those who like me run with only B9 and CRK etc. will share of course. probably will release it via spacedock/ckan/github since it seems to fit a niche. have included the original license and credit. +1 easy peasy, just was wondering if there was a specific need to keep it. I found it in the _MMCfgOutput directory. will take care of for reasons stated below. *chuckle* all good. at least you are honest about your reasoning. my OCD is showing.... -
Threads of the Month: January 2020
zer0Kerbal replied to James Kerman's topic in Threads of the Month
Well done! Congrats! -
Congrats! can see clearly with 2020 vision, the flung Kerbal's flying through the air!