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Everything posted by kerbmario
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Does this mod support playing animations when a part fails?
- 225 replies
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- failure
- reliability
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I want to have some sort of Failures with Aircraft Engines (for example i wanna add support for such thing to My mod) The mod should -just include basic failure system (or it should have availability to turn anything besides failures off) -it should not be a big mod Bonus: If the mod can do particles or animations when the part fails, it would be a bonus TL;DR: Searching for Simple Part Failure Mod
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can i use this outside of RealismOverhaul?
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where can i find tweakscale support configs for this?
- 22,647 replies
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- totm march 2020
- mod
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TweakScale Companion Program - 2024.10.09.0
kerbmario replied to Lisias's topic in KSP1 Mod Releases
how about tantares/LV/SP support? -
a part of the KSP community to say the least
- 108 replies
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- 13
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tatoos
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[1.2-1.7] Blender (2.83+) .mu import/export addon
kerbmario replied to taniwha's topic in KSP1 Tools and Applications
welllll, if i manage to export (tried with WXYZ), and import again to see if it works MOST OF THE STUFF; ALL MESHES ARE GONE!!!! EVEN SOME COLLIDERS -
[1.2-1.7] Blender (2.83+) .mu import/export addon
kerbmario replied to taniwha's topic in KSP1 Tools and Applications
I want to save my animated part with XYZ euler, i get errors, i heard that that isnt supported is that true? -
how about you try cheat engine and see if it works??? @N9 Gaming
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NeistAir Reupdated - updated by KerbMario (1.12.x)
kerbmario replied to kerbmario's topic in KSP1 Mod Releases
So the CF34-8C and the CF6 iirc could you show me your problem? i don't see anything unnormal with the flags, they work for me!- 122 replies
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- update
- tweakscale
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NeistAir Reupdated - updated by KerbMario (1.12.x)
kerbmario replied to kerbmario's topic in KSP1 Mod Releases
could you explain further??? Which engine- 122 replies
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i have been trying to do a pylon config for a turbofan jet engine, but i have a few questions! is transform the correct way for mesh switching? i have two .mu files, one is pure engine, one is the engine WITH pylon attached. should the second mu be with engine or pylon only? does transform support paths? if yes, how exactly it would also be nice if anyone could provide some example code for mesh switching or any mods that use it
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this isn't exactly KSP, but the Balsa Section of Spacedock (Which is primarily a KSP mod site) has some weird "Mods", uploaded by an user called "gotik", all these mods contain a docx document. but "gotik" seems to be some ITS (Qoute is Profile description of spacedock account gotik i have written an email to spacedock support like 1.5 weeks ago (on 9th of June 2022) and they haven't replied! is this email (support@spacedock.info) dead or dont the spacedock people check the support email? has anyone information about why they won't respond? thx in advance
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KSA IVA Upgrade (Adopted) [some stock parts, BDB Apollo, SOCK]
kerbmario replied to JonnyOThan's topic in KSP1 Mod Releases
this looks amazing! -
[1.2-1.7] Blender (2.83+) .mu import/export addon
kerbmario replied to taniwha's topic in KSP1 Tools and Applications
so the importer only is able to import simple rockets? -
NeistAir Reupdated - updated by KerbMario (1.12.x)
kerbmario replied to kerbmario's topic in KSP1 Mod Releases
would it be the same case with 31-37AD, which i renamed to 37-50AD? +PART[37-50AD] { @name = 31-37AD %category = none }- 122 replies
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- update
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[1.12.x] CRFP - CarnationRED Flexible Parts Updated
kerbmario replied to linuxgurugamer's topic in KSP1 Mod Releases
i think only cones or fairings are kinda able do this intake-to-exhaust transition, but it would look bad. we would need smooth curved parts for that -
[1.12.x] CRFP - CarnationRED Flexible Parts Updated
kerbmario replied to linuxgurugamer's topic in KSP1 Mod Releases
a shape like this _________ / \ | | | | \________/ -
[1.12.x] CRFP - CarnationRED Flexible Parts Updated
kerbmario replied to linuxgurugamer's topic in KSP1 Mod Releases
are those parts compatible to be imported correctly to blender using the mu plugin? also another question i asked in the old thread before being you are now maintaining this cool mod. When will we get more included Textures, like Turbofan inlets? (I want to create engine 2 of a Klockhead K-1011 with the cool looking elliptical/tube shape, with CRFP) -
[WIP] Stock Aircraft Expansion SAE
kerbmario replied to Kartoffelkuchen's topic in KSP1 Mod Development
are you still working on this mod @Kartoffelkuchen???