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About me
try filming with games I hav
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Location
somewhere by Pacific
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Interests
Sandbox & Konstruction.
self-made series "Close Encounters of Valentina"
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seems like these building statics are from Kerbin Side (classic version)
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- NoSTs
- kerbal konstucts
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i think you should distinguish different functions. some pack have MU (building models); and some pack just position setting in NewInstances.
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[KSP 1.8+] Kerbal Konstructs (Continued)
FormosaT_9 replied to NathanKell's topic in KSP1 Mod Releases
just let you know, in some specific situations.. you can use MapDecal to dig a tunnel in this game. -
Kerbin City Restored (patch for 1.8.x - 1.1.x)
FormosaT_9 replied to Aerospacer's topic in KSP1 Mod Releases
A fancy way to drive from KSC to city- 56 replies
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- static objects
- kk content
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UPDATE: - fix Dessert Strait (IB dessert)'s groupcenter and terrain MapDecal - added Kerbin City inter overpass (route36 S) it was designed with the restored version K.C ! if you want the city, check this: Known mistakes: - still don't have fillers to connect route36 and ground of KSC, need manual place them. - lights and decorations may become performance killer, in this case - delete 36art_instances.cfg - every work was in "Default" terrain settings, if you using High / Ultra / Parallax may have some roadblock (image by @Overlocker96)
- 67 replies
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- static
- road to kerbin city
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solved, it was not BDA or NKD issues- at that time, I installed SimpleRepaint too. anyway, solution: open GameData\SimpleRepaint\GreyList.cfg then add these @PART[*]:HAS[@MODULE[MissileLauncher]:HAS[#missileType[missile]]]:BEFORE[zzzzzzSimpleRepaint] { %SR_Ignore = true %SR_UsePartVariant = #$@SIMPLE_REPAINT_SETTINGS/UseStockVariantSwitcherForB9PSIncompatibleParts$ } @PART[*]:HAS[@MODULE[ModuleWeapon]:HAS[#weaponType[cannon]]]:BEFORE[zzzzzzSimpleRepaint] { %SR_Ignore = true %SR_UsePartVariant = #$@SIMPLE_REPAINT_SETTINGS/UseStockVariantSwitcherForB9PSIncompatibleParts$ } save it and reboot the game.
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- nuclear weapons
- north kerbin dynamics
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FormosaT_9 started following North Kerbin Dynamics Renewed
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Hey man, I have PROBLEM. I was using 0.0.16 with BDA+ 1.6.8, and as you saw- in this video, Nuclear Valentina was working. BUT after I update 0.1.0 and BDA inside, I got error said: losing part "harpAtomAnnie" some other too... and I checked KSP.log - game read but some how can't load it. I already move back files-before-update, and didn't work. I'm working on a Cinematic, I REALLY NEED THIS GUN. HELP, PLEASE. PS. B9 Part Switch = 2.20.0 Module Manager = 4.2.3
- 108 replies
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- nuclear weapons
- north kerbin dynamics
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I found out, if enable shield in the atmosphere, whatever it was Semi or Solid then all the thrust will be block and the craft into gliding; is this normal ? could I change it anyway ? (btw the plane is 1100m wide, and I edited model = ImpulseParty/Parts/Things/shield-DomeAesthetic to 25)
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you will need Kerbin Side Remastered, Ordinary Konstruction and my edited statics; with Kerbal Highways(mine KK instances CFGs) if all work, you will get: Dessert Strait, Route36 and South Gulf Connexion(part of Route 24)
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Testing local mod. (the F9 is almost stock, and this rail is heading to a kerbal-konstructed base)
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[KSP 1.8+] Kerbal Konstructs (Continued)
FormosaT_9 replied to NathanKell's topic in KSP1 Mod Releases
hello all ! maybe weeks ago some of you saw we create a longer track in game: Nowadays, we try design rail stations - BUT WE NEED HELP we saw some mods using AnimateOnClick, so we try to change tracks with it; seems like all buttons, animations and colliders work normal. But like what happen in the video, there dont have HighlightOnHover at all. for this station, this is our code: we have more complex station WIP, we really need to that Green. Closed Beta now, but will send MU and texture if need ~ Thanks -
test one of my Kerbal Konstruct bases: a cut is in the Quote