lokee81
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Posts posted by lokee81
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Hi. Great mod, but the rockets seems abit dark. Is there a file i can edit to make the rockets a bit brighter?
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On 7/9/2020 at 4:08 AM, _Zee said:
Terribly sorry for the delay everyone. That's 2 KSP updates now and no release date in sight.
Because of the following reasons:
1) I don't want to see this mod die and people lose yet another Probes before Crew techtree option
2) people have offered to help in the past
3) I specifically released all versions of this mod via the MIT license for easy takeover
, I am officially requesting help from this wonderful modding community to get this mod updated and patched to working standard with the current 1.10 release of KSP.
For now, I'm only asking for help with getting the mod updated to the current release of KSP, no new mod support patches.
This includes
a) updating any of the pre-existing mod support patches to match changes made by those mod authors as needed,
b) updating pre-existing vanilla part patches as needed,
c) introducing new vanilla part patches for parts introduced in 1.9 and 1.10
d) updating AVC files
e) (?)update science(?) not too sure, haven't been able to play with the new science modules at all yet.
"As Needed" means the bare minimum change needed to solve any compatibility/thematic issues with KSP 1.10 or supported mods.
Another thing people have been asking for quite some time is GitHub. Looks like it's finally time to make it happen. Bare with me while I learn the interface if you try to interact with me on it.
https://github.com/Axiom-Zee/ProbesBeforeCrew
Depending on how this goes and if there is interest, I might start accepting submissions for mod support patches in the future. Maybe I can still grow the mod and maintain its cohesiveness by acting as a curator and not just the sole constructor. That would be cool.How can I help?
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Had a look.
Is this the way to do it?1. Navigate to the part. and change the cfg file that is allready there. (look at screen shot).
Questions,
1. Is there a way to make one file to link to all the different cfg's ?
2. How do i find what tech nodes are used in this mod? (probes before manned)
3. How would i share the edits? Just repost the whole of the bdb folder?Many thanks
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23 hours ago, kewcet said:
Take a look at the wiki documentation and obviously on the files provided by this mod. But be aware that BDB is a huge mod and you'll have to write a patch for almost all parts.
So be prepared to write a few hundred patches just for this mod
Thanks! I'll give it a look.
19 hours ago, _Zee said:There's something special about witnessing the birth of a new modder.
They either take flight and make something great, or say to themselves "wait, people actually volunteer to do all this work for free? I'm out.".Haha, true. Well I got plenty of time these days. So if you don't hear from me again. you'll know
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2 hours ago, kewcet said:
You will have to wait until the mod author writes the configs for that mod, you can vote in the OP for the next mod (I think BDB is already leading there anyway).
If you have some knowledge with modding you can write your own CFGs to adjust the parts.
can you point me in a direction in how to write cfgs ?
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2 minutes ago, Friznit said:
Just install CTT
ok, thanks
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Quote
It is built into BDB, and it is called CTT in the/bluedog_DB/Compatibility/CommunityTechTree folder chain...
do i need to do anything with this?
Or is it enough just installing CTT ?
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2 minutes ago, Pappystein said:
It is built into BDB, and it is called CTT in the/bluedog_DB/Compatibility/CommunityTechTree folder chain...
ok , great. Is that what is recommended when using this mod?
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7 minutes ago, Pappystein said:
Perfectly? None except stock....
That being said there is a CTT patch that works but I am not certain if it is up to date for either 1.6x or 1.7x dev
thanks for your reply. do you know what the patch is called?
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What tech tree works with this? tried probes before manned and engineering tech tree. but it seems messed up
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Hi all. What is a good career mod and tech tree to use with this ?
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Great mod. Anyway to get Bluedog Design Bureau to work with this. so that the parts align with the progress ?
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On 11/13/2019 at 11:35 AM, Pleb said:
This can be remedied by using the following patch to undepreciate the Striker and Mallet:
@PART[restock-srb-mallet-1]:NEEDS[ReStockPlus]:FINAL { @category = Engine subcategory = 0 -TechHidden = dummy } @PART[restock-srb-striker-1]:NEEDS[ReStockPlus]:FINAL { @category = Engine subcategory = 0 -TechHidden = dummy }
Where should we make this change ? In witch file ?
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Hi.
Does this mod still work?
[1.11] CommNet Constellation v1.5.7 [10 January 2021] - Beta 4 of CNC+CNM for KSP 1.12.2!
in KSP1 Mod Releases
Posted · Edited by lokee81
Hi. I dont fully understand how craft talk to each other. I can set up base stations but how do i set up a constellation between crafts? I tried that they both use the same frequency. but it does not seem to work?
Why does not this work?. They the same network and the "mother" ship gets a signal from Kerbin, it should share it to its probe on freq. 500. ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2190367169