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Everything posted by Kreuzung
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The only thing I still have to wait for is my laptops Dropbox to finally give me the latest source code I wrote in a train today, then I'll also try to do a quick but working code for ion RCS, AFAIK someone is making models for that so I should bring it out with this release. There will be a different part module for loop animations in the future. Ah my source code just arrived on my new PC, gonna work on it now.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Kreuzung replied to Tiberion's topic in KSP1 Mod Releases
Also, for the case someone needs more NERVAs it whould suffice to put them all on an adapter plate, right? Back in .14, I made several rockets made with medium tanks and a lot of efficient engines originally designed for upper stages. Only for small payloads, but easier to fly and often SSTO. I'm sure people will build ships that need the high Isp of the NERVA but far more thrust, but making a new part for that shouldn't be necessary. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
Yes the deposits stay until you manually delete deposits.dat. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
Deposits.dat is the file that contains the deposit positions. The maps are the PNG files, make sure you backup them often, they get overwritten due to bugs very often. Abput the drill, you should be able to deploy them in the Extracting menu of the Kethane controller. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Kreuzung replied to JDP's topic in KSP1 Mod Releases
A parachute on the mun? It won't even open without an atmosphere there... -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
The parts are made on mac but the plugin on Windows, that means it doesn't run on any operating system! I often see people assuming KSP modding is like Minecraft modding, but that's not the case at all, KSP is better than Minecraft in anything that can be compared. -
Is your game in 'Program Files'? Then you have a problem with windows, best thing is to get the game out of there, also go to C:\Users\Nutzer\AppData\Local\VirtualStore (path IS different for your user of course!), and copy (with overwriting!) the ksp folder from there too to keep your persistence file.
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If I look at the debris on map screen, I do think half of my persistence fils could take a type 3 lazor device without harming anyone, it whould even make it more safe to fly to space. It should be hardcoded to not fire at manned vessels for that use though, I don't want it to be a war game... Plz I do think that "type 3 lazor device / remote-controlled debris collision countermeasure" is a good name for that thing^^
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Current description is: "The engineers over at Kargo Kontraptions have hollowed out a recovered Mk3 Fuselage from one of our "failed" missions (due to rapid unscheduled disassembly) and bolted on some rusty hinges. They've been using it to deliver boxes, but we figure we can stuff some rockets in there and send it to space!" Colliders are exactly like the visual model, if it's closed, stuff stays inside even if decoupled. Also finished the part module for it, only needs bugtesting.
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
What I see on that picture is that you're using Lazor, SpaceDock, Kethane and RemoteTech. Fun thing, I made a truck with much fewer parts but all these functions too and it throws NullRef too! It doesn't lag for me though, that means you have far more of the "bad" parts... Satellite dish maybe? -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
BTW, it might also be helpful to post screenshots of your ship:sticktongue: -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
I do have all these mods but I don't use much ion engines at the same time, I'll test around a bit -
Lol I'm working on an animation part module too:D it works after a lot of strange failures... What I found out about KSPField is that bool and int don't really work (especially int, it loads the value from the sfs file as a float and fails converting it to int*facepalm*), and that you should never use isPersistant = false, then it might not even load from the part.cfg.
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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
http://kerbalspaceprogram.com/forum/showthread.php/10094-0-16-Electrical-Energy-Plugin-v1-4-%28Aug-15%29 see part making spoiler -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
The current MMI ion engine does not use this plugin. There's a set of cool new parts but I first want to calculate some values for all existing parts and find a proper balance before I release them. -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
Hmm... I never experienced something like that and errorspam does even lag my mew gaming pc down to a few fps only, so it might be another part. Problems like that also occur if you have parts in the exhaust trail of multiple engines at the same time. -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
Oh lol it was always like this but you're right, I should change that once I'm not on a phone anymore. -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
Not really, what does the debug log show? (Alt-F2 ingame, KSP_Data\Output_log.txt) If it's showing nullReferenceException, I'd first guess that it's the missing resource file. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Kreuzung replied to Tiberion's topic in KSP1 Mod Releases
You mean 2.5m right? -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Kreuzung replied to kockaspiton's topic in KSP1 Mod Releases
YOu need my plugin. Go back to first page for link -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kreuzung replied to Kayaking4autism's topic in KSP1 Mod Releases
Don't get 4. Why EPS? ZO2 is already based on EPS. Also, you can do permanent bases by spamming drills... And I'd like to make energy transfer, then you could build energy farms... -
[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Kreuzung replied to Kreuzung's topic in KSP1 Mod Releases
You don't need them, they're just source code because KSP forums only allow for open-source. There are no hardcoded values, you can edit everything in the part.cfg files. -
If I google these coordinates, I get the location in google maps, and a forum full of weird people building rockets in a video game...
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
Kreuzung replied to Dani-Sang's topic in KSP1 Mod Releases
You're doing more or less right but your orbit is not inclined so you'll only map the equator. If you found something, it will be marked as a green spot. You'll also see the size and depth of the deposit, and last lat/long will show you the last position you found.