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KSP2 Release Notes
Everything posted by Caerfinon
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No soup for you @kerbiloid
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I think best of all... It integrates nicely with inventory containers KIS or Stock to be able to move parts around on the ground or water!
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FIAT LUX! So, I made a few modifications; Created a new directory GameData/Caerfinon/Parts/Penguin moved the buggy.mu both lights .dds files the AquaCat.cfg and the Moonbuggy_texturesC.png into the new diurectory renamed Moonbuggy_texturesC.png to Moonbuggy_textures.png renamed AquaCat.cfg to Penguin.cfg Editied penguin.cfg change path information to point to new directory changed AquaCat references to Penguin removed the variants The result is lights! or at least light textures. Actual light during night time still comes from the Kerbals helmet lights. The second option was using the AquaCat as is and adding two "Place-Anywhere Circular Illuminator" parts from the mod Grounded. This has the benefit if covering the texture issue with the lights and it functionally provides light in the dark and can be added to actions groups. They are a little large, but could be tweak scaled to fit exactly. Two options for lights to suit individual tastes.
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[1.9.x] Contract Pack: Bases and Stations Reborn
Caerfinon replied to linuxgurugamer's topic in KSP1 Mod Releases
You can check which stock contract groups are enabled in the Contract Configurator Settings. If the stock base contracts are enabled, you can disable them there. -
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
CTL-K only works in flight scene mode. you have to have a vessel at the location you want to edit. See-> Getting Started With Kerbal Konstructs- 403 replies
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How to install your own flag
Caerfinon replied to MetricKerbalist's topic in KSP1 Gameplay Questions and Tutorials
HUZZAH! -
How to install your own flag
Caerfinon replied to MetricKerbalist's topic in KSP1 Gameplay Questions and Tutorials
For flags you make yourself create a directory under GameData named "MetricKerbalist" (or some other meaningful name". Then create the following three directories under this directory; GameData MeticKerbalist Flags (this is the normal flag directory) FlagsAgency (Flags places here will show up in the Agency Category) FlagsOrganization (Flags placed here will show up in the Organization Category) Place your flag in one of these directories and restart you game and it will show up in game to be selected in the SPH/VAB flag selector. -
The only other one is Human Colored Faces. It is a significantly older mod than the one above with only about 26 head types. Also available via CKAN. https://www.curseforge.com/kerbal/ksp-mods/human-colored-faces-kerbal-head-textures-for-rss
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Mods are still listed in CKAN and the content can be down loaded. No telling how log it will be available
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All the mods are gone from Github and Spacedock. They are still listed in the CKAN index, but no telling how long they will still be there now that the sources are gone. No reasons for the sudden disappearance has surfaced that I am aware of.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
The reason for that is that the KSC Extended is positioned at the coordinates of the KSC on Kerbin. You would need to find it and use the Kerbal Konstructs editor To move it to where your KSC is. If you are on a larger planet size the KSC extended Stuff may be underground.- 403 replies
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
Post pictures of what it looks like. @BlackEyedPhantom- 403 replies
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Sadness.... The Aqua Cat works great in my Sandbox game, but in my Career game using the Kiwi tech tree, I haven't unlocked Field Science yet and I need to upgrade the R&D and get more Science! (Jeb is taking it pretty hard)
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reduce the texture sizes (if possible) within some mods (ie if using AVP use the 2K textures, not the 8K or 43K texture packs). Some mods use .png files for textures. It's time consuming. but you could convert them to .dds to save some memory space without removing the mods (any of these changes will be overwritten by any subsequent mod update) Identify the parts from your mods that you *NEVER* use and delete all related configuration and texture files. (again these will be replaced by a mod update ) Don't expect huge RAM savings from doing these things. They will reduce memory usage a little.
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Hawkins Cheezies. That is all.
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It's a really good job. The buggy transitions from land to water and back seamlessly and at good speed. It also works with MechJeb rover auotpilot nicely. Awesome job.
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With the twin rotor the tail rotor can be optional. The twin rotor should be directly on top of the Center of Mass. If you use maneuver assistance mods you will find there two very helpful. MechJeb is also helpful with pitch control.
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[Old] KSC Extended - v2.2 - Expanding your KSC in style!
Caerfinon replied to Damon's topic in KSP1 Mod Releases
You need to set your CKAN settings to allow "Compatible Game Version" from at least KSP 1.8 for CKAN to install it. KSC extended has several dependencies that need to be installed before it will work- 403 replies
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I'M OK TO GO! <- Click me
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Soon as work is over it's time to race around the KSC Harbour and beach areas!
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Airline Fleet Upgrades Heidi and Bill fly the new "Longitude" passenger jet. Longer range, more space. High above the cities below Landing at Meeda Naval Air Station The Longitude is the big brother to the earlier Latitude model. Now available at KerbalX: Longitude
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Caerfinon replied to Angelo Kerman's topic in KSP1 Mod Releases
looking forward to it!