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lokee81

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Posts posted by lokee81

  1. 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

  2. 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?

  3. 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

    Screen :

    https://imgur.com/V8RHUJl

  4. 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.". :D

    Haha, true. Well I  got plenty of time these days. So if you don't hear from me again. you'll know :lol:

  5. 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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