jthero7
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[WIP] SheepDog Institute [VAB Organizer Support Mod]
jthero7 replied to SheepDog2142's topic in KSP1 Mod Development
I finished some Luciole configs, and have it in an MR for the 1.3 update. You can grab them now from my branch at https://github.com/jthero3/SDVABO_Support/tree/Updates if you want them sooner. -
I seem to be getting an error with this installed alongside FreeIVA. [WRN 14:50:40.313] Cannot find key node_stack_bottom_01 in PART [ERR 14:50:40.313] Error - Cannot parse variable search when inserting new key node_stack_bottom01 = #$node_stack_bottom_01$ [WRN 14:50:40.313] Cannot find key node_stack_bottom_02 in PART [ERR 14:50:40.313] Error - Cannot parse variable search when inserting new key node_stack_bottom02 = #$node_stack_bottom_02$ Looks like both this mod, and FreeIVA are trying to delete/rename the stack nodes on the tricoupler. Which leads to FreeIVA throwing an error. FreeIVA: Mk2 Re-balance: I ended up splitting it out like so: Not sure if that's the most ideal way to fix that, but it seems to be working the same for me.
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[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
Ok, so finally got some time to work on this again, and I got something to work. I couldn't get it to work with the few examples I found in the MK4 pack, it would always only repaint the first MATERIAL block it found, and never the second. What did work was: That does mean that the PAW has two option fields for the two different meshes, but at least it's working now. Unless I'm just missing something obvious? -
[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
Started Working on some of the NFT parts. Much more work than the simple ballutes I did lol I couldn't get the hatches on the top/bottom to recolor though. I have the texture created for it, and I tried a few different ways to do it that I found in the stock recolor. Specifically the mk1pod, but it didn't seem to work. Any pointers on where to look/examples? Thanks! -
[1.12.x] Advanced Atmosphere Tools (v1.2.0)
jthero7 replied to CashnipLeaf's topic in KSP1 Mod Releases
True, I never got around to doing a balancing pass. The wind values have a much wider delta between high/low, than the current values do. So you either get no EC, or the turbines instantly break. Yeah, you have to replace the current wind vector generator, with the hooks provided by MCWS. Only ended up being a couple lines. I'll push it up to a repo and link it here when I get a chance. @Aebestach Here is the link to the repo I made for it. The changes were made in Source/Modules/ModulePETTurbine.cs I think most of the balancing from here on can be done in the config files for each of the turbines though. I added an updated Gamedata with the new binary if you want to try it out, and/or play with the configs.- 58 replies
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[1.12.x] Advanced Atmosphere Tools (v1.2.0)
jthero7 replied to CashnipLeaf's topic in KSP1 Mod Releases
This looks amazing! I managed to get this working with @benjee10'sPlanetside Exploration Technologies Wind Turbines. Was super easy to splice in, and get working. I was planning on posting the change while I did some balancing on the power generation, but I noticed that the mod is All Rights Reserved, so I can't do it without Benjee10's OK. So for now, I'll keep messing around with it, and hopefully it can be made as a future addon!- 58 replies
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[1.12.x] Textures Unlimited Recolour Depot
jthero7 replied to Manwith Noname's topic in KSP1 Mod Development
I've been meaning to write a few configs for this, so I started out with an easy one. Here's a configs for Inline Ballutes! https://github.com/jthero3/TU_Ballute/releases/tag/v1.0.0 Pics: -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
jthero7 replied to JadeOfMaar's topic in KSP1 Mod Releases
Looks amazing so far! Just as a heads up if anyone is seeing blank grey textures. The folder restructure breaks the TURD OPT pack, so you'll either have to update all of the paths in the config, or just remove the configs for now. -
[1.10-1.12] Kopernicus Expansion Continued-er
jthero7 replied to Vabien's topic in KSP1 Mod Development
@dOnut14Yeah, there's an opm config file in the Extras folder in the main download. Copy that over to your Game data, and you should be good to go. I'm running with with parallax, and it seems to be working just fine. -
@bungling Yeah, I felt the same way about them too. They looked amazing, but felt like they were way too close, balance wise, to the regular engines. At least in stock anyways. I ended up boosting them up, slotting them in between LFO, and nukes. For hydrogen, I kept thrust the same, but increased the isp. And for methane, I increased the thrust a touch and increased the isp. This also balanced it very nicely with the cryogenic extensions mod as well. Not quite realistic, but it makes for a nicer progression of engines in my view.
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[1.12.x] Nem - A Mystery of Sand and Fire [Kopernicus]
jthero7 replied to Lithium-7's topic in KSP1 Mod Releases
Great work! Looks amazing, can't wait to get a look at the new clouds!