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Everything posted by SkyFall2489
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The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
Well, thing is, names. It's totally doable if you can figure that out. Every part needs an unique vale in its name field. (NAME, not TITLE, NAME is what the game uses, TITLE is displayed to the player) So, you'd need to figure out that wierd regular expression thingy to modify every part name into a new part name that is not the old name, nor the name of any other part, such as by appending to the string. I'm not entirely sure how to do that, but I think it's possible. Go look at MoarKerbals, it appends a string to the description of several parts using a single patch.- 37 replies
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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The Great Unofficial Module Manager Help Thread!
SkyFall2489 replied to SkyFall2489's topic in KSP1 Mods Discussions
There might be multiple upgrades with the fields you are looking for. This will only select the first of those. Just put a comma, then a space, then an asterisk after the HAS node, like this: @UPRGADE:HAS[#diameterMax], * The issue is how you are selecting the variables. The syntax is kinda overcomplicated, check out some examples. Also, you can just say rewardFunds *= 200 on line 4- 37 replies
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Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm pretty sure there are a bunch of parts in Pathfinder or Heisenberg with multiple OmniConverter modules on the same part, but they are separate omniconverters. -
LETS COUNT! (Lets see if we can reach 100,000 Posts!)
SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
3378- 7,499 replies
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
3376 = 2^4 * 211- 7,499 replies
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
3370 = 2 * 5 + 337 (whoa, big prime number!)- 7,499 replies
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Me: I really should install Parellax, it looks awesome! My MacBook Pro 2020, Intel i5: DON"T YOU DARE -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
It may be something for its own mod. "Redshift" ? -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
What if you were to throw the Whipcrack idea out there, and let the community work on it if you don't want to? I'm sure there are modelers and coders out there who would be happy taking on this project. -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Could I request that you work on B2 Phase 2 before Blueshift Whipcrack? I'm more excited for B2, but other people may have other opinions. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
How do you make these animations in KSP anyways? Is it all handled by Waterfall, or do you need plugins or parts of the model? Because if you end up not using the Honkai: Star Rail warp animation, I'll probably end up trying to get it ingame myself... However, I don't have Blender or Unity. Also, I definitely think that the whipcrack is a great idea as long as it doesn't end up wasting too much time. -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Can I use the alarms without MAS? Should I use MAS anyways? I play on a laptop so I don't want too much lag. -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
What IVA mod should I use to get the alarm buttons to work? MAS? RPM? -
Buffalo 2 Modular Space Exploration Vehicle
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Possible bug: In earlier pre-releases, there was an inline lab part. It's CFG file is missing in the current release, but it's thumbnail and model files are still there. I'd like to use the lab module part, and this was likely a mistake, could you take a look? Oh, and which IVA mod am I supposed to use? -
Moving a Rover Without Wheels
SkyFall2489 replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
That would be great if I had a base. Only if I had a base... Oh, and because of my mod list, the resources available on Minmus are not enough to create a fully self sustaining base. -
Nope! @ColdJ
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Nope! @Akagi Whalin’.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, that would probably work well. I could MM it in by scaling one model, and Angel would only need to model a 3.75m one. Maybe I could start my own “more jump engines for blueshift” mod. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Great idea! Adding more engines never caused any harm... I think Whipcrack would be a good idea too. Could you maybe set up a forum poll or use Google Forms? I think if we go for an S1, we could limit it to the diameter of Jool's SOI. Maybe we could also have a 1 AU 2.5m whipcrack, and finally the 3.75m super long range whipcrack.