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Everything posted by Kreuzung
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Plugins without parts?
Kreuzung replied to Rotten194's topic in KSP1 C# Plugin Development Help and Support
You can create dummy game objects that stay in background and only need a part to become activated, but I'd wait for .17's scenario modules, they'll be added to a sfs file like part modules are added to a part.cfg file. -
Yes, just a display glitch, but it's annoying that you can't know how much fuel you have left because there's no way to find the number (there's no context menu on old MuMech fueltanks sadly. >dishycourier I wanted it to be a generic n-resource tank and a part module engine that whould also replace the existing ion engine part type. The battery and the engine in the energy plugin are a special case, and I tried to use my experience with them to make the generic stuff. I'm still thinking about working on it again, I have a new mod idea that whould require persistent part resources too. Edit: Just for the record, it didn't work because I had a typo in a config file, the plugin was fine.
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It might not always work, though I don't really know why it shouldn't. I'll look into it.
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
It's an issue I had with all zips made on mac so far, but it's harmless. -
It only works for standard fuel... I once made better tanks but didn't come to making engines until I completely broke it, and it whould take some time to see if it was a KSP bug or me that destroyed it.
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
Go some pages back, someone already has it. -
It's not a bug with the fuel mass, it's just that it takes the current state as full if you focus it because it doesn't save the max amount, so the only thing that changed is the maximum for the fuel indicator. If you're not going to recharge them, then there should be no problem using them.
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
Looks great! Argh, now I have to redo my balancing table again... -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
For all those who think about mining gas giants: There already is an intake part module from .15, it was originally meant for the atmospheric engines but then it was used as a code example, means it's source code is available and can be changed to only work on that one planet. -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
Right-click the battery, if you see -1 go back to FAQ spoiler on page 1:sticktongue: -
Style & Space Pack - A useful collection of plugins and parts!
Kreuzung replied to KleptoKat's topic in KSP1 Mod Development
Just have to say that my plugin cannot be called pretty or not because it's just a plugin and doesn't include models. If you mean the VB example parts, then ehhh.... *fires missile* Also, you should see Yorik as author of VB, I didn't make them, just edited the config a bit. -
You could use the cart plugin for the gear, it allows for extending/retracting wheels with the gear key. And for the cargo bay, you said you might be interested in my animation part module, I released it here Edit: Ninja'd... I don't know how the animation part module performs if you randomly add wheel colliders to it, might result in an even larger failure.
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Kreuzung replied to l00's topic in KSP1 Mod Releases
5th September 2012... Seriously date formats are a f***, that's why I use full year and the abbrevation for the month, you'll have a hard time finding the 2012th of 9th month in year september... -
[Plugin][Part][0.16] Animated Cargo Bay
Kreuzung replied to Echo 8 ÉRÀ's topic in KSP1 Mod Releases
Did you use timewarp? -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
It's a bug, just backup the maps often. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
Yes it does. You can locate it with a simple satellite from orbit, but you probably need a lot of time to get there by truck or plane. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
Did you activate their stage? -
cBBp Dragon Rider Pod/Capsule
Kreuzung replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
I think the default keys are , and . for timewarp, I don't even have a > key, it's on shift+<. -
cBBp Dragon Rider Pod/Capsule
Kreuzung replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
@Svga777 try using the RCS. Leg should be pressing the gear key or right-clicking the middle of the capsule, second option even works on EVA. @Tiberion: EE is required for the integrated legs, and MechJeb for the engines (they run on RCS fuel too) and the autopilot functions. Edit: Card, please edit the mod name, it's currently named " " or so... -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
There are no parts included in the plugin. There are the old VB parts which are some sort of example parts, and there's the amazing Deep Space Mission pack, bot available on kerbal.net -
I'd honestly stay a kilometre away from this part, no matter which color scheme. It just looks like a homemade nuclear bomb to me.
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
Just unzip the content of the "Plugin_1_4_2" folder to your KSP directory. The source folder is not required and can be ignored.