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KSP2 Release Notes
Posts posted by Lonelykermit
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Its so good to see this series back again! Wishing you the best of luck with the rest.
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2 hours ago, NoSTs said:
A new Static Pack mod?
Great, I will put it on the List!Doesnt contain too many statics as of now but down the line i hope to add some new statics based on what we saw in the ksp2 trailers (RIP o7)
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Progress moving well, still need to do 2 more internals and do all the tedious prop work. Next update should come in the next 3 weeks or so i hope.
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My apologies for asking so many questions but how can i add lights in iva?
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@Don0303Hatch issue is fixed, do you know how to make ladders (in FreeIva)? I can't really find any documentation on the wiki.
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52 minutes ago, Don0303 said:
is there a hatch on both parts or just on the other part
The other part is for sspxr im just testing to see if the hatch works properly, when i try it with the other internals i made it moslty works fine.
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Is there any way I can get the hatches to connect? When i try to interact with the other hatch it says it's obstructed?
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@Don0303I'm a bit confused when it comes to the tube for the hatches, I'm planning on using one of the tubes already included with the FreeIva mod but i don't know if i have to place it in the hatch model itself or i just have to specify it in the config file. Could you clarify?
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After multiple unity and PC crashes I think I'm on course to adding IVA props and hopefully adding FreeIva support. @Don0303 I'll notify you if i encounter any issues or need help.
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For the IVA's I don't think i'll be able to make it compatible with FreeIva, mostly due to my incompetence and lack of knowledge :p.
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Currently tearing my hair out trying to get ksp parttools to add props. God i hate unity.
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1 hour ago, modus said:
Is KK a dependency just for the regolith mound?
Yeah pretty much
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7 minutes ago, modus said:
Allright great, thx.
Your picture (of the airlock) doesn't work for me, the ones in your other post do
Fixed, it's because i was dumb and decided to use github instead of imgur.
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49 minutes ago, modus said:
So how does this work, do you land the parts, and then inflate them?
Anyway, looking good!
Thinking of making a sort of tutorial once I release this mod (soon). But basically you land your part (along with an airlock), right click inflate the module, then using Kerbal Konstructs place a regolith mound of your choice to cover it.
v0.2 Release
> Added VAB Organiser support
> Fixed CoM issue
> Added new airlock part -
7 minutes ago, Don0303 said:
oh i LOVE this! If you are looking to add IVAs id be happy to give some tips!
Oh yeah i'm planning to add IVA's ASAP, I'd love to hear your suggestions since they're aren't many pictures of the interior of the original ESA concept.
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Mod is now on Spacedock!
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Nearly right after i posted this i realised i forgot to test it with deferred. Relieved to say the parts look okay still.
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This is my first mod here, I hope you enjoy!
Kolony Constructs aims to add a suite of new parts and statics for building bases and colonies.
What this mod adds (so far)
ESA "Moon village" inspired parts/statics
Screenshots:
SpoilerAll 4 domes come with KK statics as a regolith covering (the colour is also tweakable for all statics)
Also has 3 regolith landing blast shields, landing pad from OSSNTR
Required mods:
Stockalike station parts expansion redux (for the inflatable dome logic)
Highly recommended mods:
Planetside exploration technologies (for the airlocks and staircases shown in the screenshots)
Roadmap & Future Plans:
IVA's
Compatibility with other mods (USI, MKS, Kerbalism)
KSP2 inspired colony parts/statics
?????
Download (Beta):
Spacedock: https://spacedock.info/mod/3704/Kolony Constructs
Github: https://github.com/Lonelykermit/Kolony-Constructs
LICENSE: GNU GENERAL PUBLIC LICENSE, Version 3, 29 June 2007
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Could the reliability configs be added as an optional patch? I really like that feature from kerbalism
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6 minutes ago, Kazako said:
CKAN scares me and i prefer to manually install since i've already manually installed almost 150 mods. i tried using it once after finding a conflict between two system mods, but couldn't get it to work well enough for my needs and it gave me enough paranoia about my mods (even with a backup i made) that i've just given up on trying to use it
Curious on how long it took you to install 150 mods manually
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1 hour ago, PicoSpace said:
This is a neat mod, but when you are floating around you can't quit without reverting to last save. Or is there a workaround for this as I'd like to leave some ballons with relays floating around in high altmosphere.
Airpark
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Is it even possible to implement the multiple root part feature from ksp2 in ksp1? Like is that hardcoded into the game or can it be changed?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Would be funny if you added a "Boeing mode" that throttled the engines and made some of the thrusters fail.