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Everything posted by kulesz
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
I just wanted to say thanks for all the support, guys. Making Kethane and watching it being used was a great experience. Too bad I couldn't finish it, but I just didn't have enough time (work, work, work). Fortunately addon is still in development - I wish Majiir and the rest of the team all the best :-) -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
kulesz replied to Majiir's topic in KSP1 Mod Releases
Just wanted to say thanks for continuing the addon - I hope it'll grow -
For me is mostly the docking (a tons of possibilities) and stable, simple electricity system. There's a lot of these done by modders, but the more electricity mods are created, the more compatibility issues are born. Electricity is very generic and base kind of "fuel" and I think it should be implemented in game - to avoid future problems with upcoming mods.
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Just for you to know - there's already an ability to "mine" kethane from gas giants in the upcoming version. You just enter the atmosphere, switch it on and voila :-) It's also density based, so the deeper you go, the more kethane you'll get. It'll work on all atmosphere planets/moons. -
Care for a link, kind sir?
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Glad to read all those things :-) I like this plugin a lot, same as I like making it. However recently I don't have much time, so unfortunately it must wait. I've already got a lot of new code done, but there's still a lot to do. I also don't want to release something that is not tested and at least 99% sure. So... there's quite a long road ahead, but I won't leave it as it is - there will be a good update, sooner or later -
Need help to choose animation.
kulesz replied to Legal2k's topic in KSP1 Modelling and Texturing Discussion
Second one looks better for me. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Still not known - we got a lot of work recently, so don't expect update soon. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Generally, it should stay - if not, that may be a bug that we'll look at -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
They stay the same. To generate new ones you must delete Deposits.dat file in plugin data directory (plugin_data/mmi_kethane or something like this). -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
How about side chutes? -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Airdropable refinery is more then awesome As for the map, it may be accidentally flipped - I'll check it. -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Probably upcoming week (we hope). -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Along with your rockets :-) -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
kulesz replied to Dani-Sang's topic in KSP1 Mod Releases
Nope -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
kulesz replied to DYJ's topic in KSP1 Mod Releases
Try spamming the EVA button few times (on the portrait). -
Isn\'t it related to overlapping many kerbal portraits at the same position?
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
kulesz replied to Tiberion's topic in KSP1 Mod Releases
That\'s something I can 1000% agree, those decouplers were one of the best parts ever (good looking + very practical). I miss them a lot after 0.16 and looking forward to see some new ones -
Hi guys, I\'m making a mod about mining some resources and reusing them on board of our vessels. I already got some working code and everything seems quite well (but there\'s still some work to do). However, although I\'m good at programming, my modelling skills are... poor :-) And I don\'t have time to learn them, because I even hardly find time to write some code (work, work, work, family, work, work.. .etc.). Also my 'creations' wouldn\'t be even as good as 10% of work of someone experienced :-) Maybe someone would like to participate in new plugin development and make a few models? About 5-6 of them, not very complicated. Place in credits guaranteed :-D
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Yep, I thought about such solution and it seems quite good for me - although it may be a little bit complicated. I just wanted to check if there\'s some simpler, 'generic' way to do so (just like FuelTank.RequestFuel(), but in other direction :-))
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Hi, I\'m writing a plugin and I need to refuel a vessel. How can I do it? I know I can get the \'fuel\' property from FuelTank and add some value, but it allow me to overflow its original capacity. Is there a method to add reasonable amount of fuel to all tank, not exceeding their capacity?
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I think it was (and is) still in development stage - can\'t find it too. However it is mentioned in the latest release notes.