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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Clancythecat replied to Angelo Kerman's topic in KSP1 Mod Releases
I just remembered that a year or two ago, when we first got a brief video of the KSP2 vab, the tooltip on the 2.5m nose cone said that it needed uranium, (i still don't know why they put uranium in a nose cone) which implied that certain parts need certain resources to construct, at least when you're building it from colony. I wonder if that means that after the resource system is complete you can have FTL parts require a special resource to build like "kerlithium" or something to add an extra layer to FTL infrastructure. -
I'm rather excited for the workspaces system, and being able to save an entire station and all of it's carrier rockets in a single file and launch them separately
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Clancythecat replied to Angelo Kerman's topic in KSP1 Mod Releases
I just got back into ksp after a couple months and I just tested the automated supply line part in sandbox mode, and i think it's going to be really useful for building stations with life support mods. One question though, does it cost funds to resupply, or do i get the resources for free?- 3,509 replies
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Buffalo 2 Modular Space Exploration Vehicle
Clancythecat replied to Angelo Kerman's topic in KSP1 Mod Releases
I see absolutely no reason that it would hand-wave the interstellar distances when the developers have said repeatedly that crossing those distances is most of the challenge. -
Clancythecat started following Paraterraforming Mod , [1.9-1.10] Hangar and The Great Unofficial Module Manager Help Thread!
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I've seen people trying to make existing parts into hangars which seems to involve some relatively complicated modeling, but wouldn't it make the most sense to make an invisible and collisionless hangar part that you can put inside a cargo bay and resize it to fit properly? Perhaps have a cylindrical and a cuboid version? I'm sorry if I'm misunderstanding something and it's not as simple as I thought.
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The Great Unofficial Module Manager Help Thread!
Clancythecat replied to SkyFall2489's topic in KSP1 Mods Discussions
it looks like this MODULE { name = ModuleDeployableCentrifuge DeployAnimationName = CentrifugeCollapse // Speed of the deploy animation AnimationSpeed = 0.025 // Layer of the deploy animation AnimationLayer = 1 // Crew needed to deploy CrewToDeploy = 3 // Skill Required CrewSkillNeeded = #autoLOC_500103 // Skill Display Name CrewSkillNeededName = #autoLOC_500103 // Crew capacity when deployed DeployedCrewCapacity = 16 Deployed = True // Radius, for display purposes only Radius = 15 // Name of the deploy action DeployActionName = #LOC_SSPX_Inflatable_Action_Deploy_Start_Title // Name of the retract action RetractActionName = #LOC_SSPX_Inflatable_Action_Deploy_Stop_Title // Name of the toggle action ToggleActionName = #LOC_SSPX_Inflatable_Action_Deploy_Toggle_Title // Name of the start action StartSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Start_Title // Name of the stop action StopSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Stop_Title // Name of the toggle action ToggleSpinActionName = #LOC_SSPX_Deployable_Action_Spin_Toggle_Title // Speed of the centrifuge rotation in deg/s SpinRate = -35 // Rate at which the SpinRate accelerates (deg/s/s) SpinAccelerationRate = 1.0 // Rate at which the counterweight spins in deg/s, typically faster than SpinRate and reversed CounterweightSpinRate = 70.0 // Rate at which the counterweight accelerates (deg/s/s) CounterweightSpinAccelerationRate = 2.0 // Transform to rotate for the centrifuge SpinTransformName = B_SpinCore // Transform to rotate for the counterweight CounterweightTransformName = B_Counterweight InternalSpinMapping = 1 }- 36 replies
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The Great Unofficial Module Manager Help Thread!
Clancythecat replied to SkyFall2489's topic in KSP1 Mods Discussions
The module looks like this MODULE { name = WOLF_CrewCargoModule EconomyBerths = 2 LuxuryBerths = 1 ModuleName = #LOC_USI_WOLF_CrewCargoModuleName PartInfo = #LOC_USI_WOLF_CrewCargoCrate_PartInfo_Summary } i'm trying to give them 1 EconomyBerths for every deployedCapacity, and half as many LuxuryBerths- 36 replies
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The Great Unofficial Module Manager Help Thread!
Clancythecat replied to SkyFall2489's topic in KSP1 Mods Discussions
I'm trying to make a patch that adds a different amount of usi wolf system crew capacity to each deployable centrifuge part of a given deployed crew capacity, Like, parts with 1 deployed crew capacity get 1 wolf crew capacity, but parts with 2 deployed crew capacity get 2 wolf crew capacity. Basically, I'm trying to select parts that have a specific module that has a specific variable of a specific value.- 36 replies
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[KSP 1.8+] Kerbal Konstructs (Continued)
Clancythecat replied to NathanKell's topic in KSP1 Mod Releases
Is there a way to make bases per-save? I want to make a cool space colony in my sandbox save but I don't want it to appear in my career mode save. -
This is the correct approach to intellectual property
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[1.12.x] - Modular Kolonization System (MKS)
Clancythecat replied to RoverDude's topic in KSP1 Mod Releases
Is there a config for the wolf system that allows me to transport the transport credits? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Clancythecat replied to Angelo Kerman's topic in KSP1 Mod Releases
The warp master 6000 -
[1.12.x] - Modular Kolonization System (MKS)
Clancythecat replied to RoverDude's topic in KSP1 Mod Releases
Thank you, i want to remove the effects because I spammed a biome with level 1 harvesters without realizing that they were less efficient and so I'm going to replace them with level 2 harvesters -
[1.12.x] - Modular Kolonization System (MKS)
Clancythecat replied to RoverDude's topic in KSP1 Mod Releases
Never mind, I wrote a module manager patch that does that. Also, if i wanted to edit my save file to remove modules from a Depot that I had planned poorly, where would I find the file that stores the biome Depots?