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Everything posted by 123nick
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thats the http://forum.kerbalspaceprogram.com/threads/66502-Kerbonov-Kn-2-Cockpit-Module mod
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
123nick replied to ferram4's topic in KSP1 Mod Releases
youd think it be possible to make a .bat file that automaticly makes all wing parts compatible with NEAR or on a slightly different topic, FAR? it doesent have to be a well made compatibility thing, just something that makes wings usable and mostly working with FAR or NEAR. -
is it possible for someone to make a quick fix for the test points and exposure thing? i have a bug where i have a orbital materials lab, the small one with 1 crew capacity, a kerbal in it, the thing deployed, and a experiment, but when i activate it i get part.methodsconnectedresource spammed to the log or something similar, i need help
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[WIP][0.24] Kerbol Orbital Transportation Services (KOTS)
123nick replied to Angelo Kerman's topic in KSP1 Mod Development
for the first time yes, then after that it takes the data from the first time and it just uses the numbers from that- how long it took, resources used, vessel used, resources transfered/picked up, but i dont think it would actualy be moving the ship. you could do that if you had very advanced coding, but i dont think its that important. maybe make it so when it stops at a landing pad the ship used for transporting is teleported over to said launchpad, -
thats the type of fun i love! extremely difficult, demanding resource draws! also, you have something that gives yous all the good things from wheels and all the good things from flying, for something like that, id expect it to take whatever large amount of electric charge.
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so THATS what its called! many thanks somnambulist!
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[WIP][0.24] Kerbol Orbital Transportation Services (KOTS)
123nick replied to Angelo Kerman's topic in KSP1 Mod Development
i remember having a idea about this, there would be landing pads between each resource pickup/dropoff point. you would have a craft on landing pad, and when ready to make a route between 2 points, you launch/drive/takeoff the craft and it would record all the resource values on the craft. during the journey piloted by the player, between each landing pad, it would record how much fuel used, time spent, resources taken into the crafte and taken out, and then it make a route that automaticly simulate the resources being spent, drop off, picked up , and so on. you could have a landing pad on the surface, and one in orbit, and launch a vessel from the surface launchpad, to the orbit launchpad, and it record the LF/O used during the trip, the resources picked up on surface and dropped off on the orbit launchpad and vice versa, and it make a route between eachother and it would automaticly simulate the route forever without user intervention. hope you understand my idea and like it. -
hey, im pretty sure this the right place to put this thread, and what i ask is: does anyone know the mod that automaticly unlocks the parts in the R&D center when you get a new mods ? i got a mod and it adds a unfathomable amount of parts in already researched nodes , and clicking all of them would take years, so i must find out. thanks in advance and please help.
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i have a bug: im using ksp .24.2 32 bit and i noticed a bug where i get the missing method exception spammed to the log when the material exposure thing is unpaused and working, and its something about part.connect or similar to that. i think its part.connect resource or it may be something else. please help.
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[24.2] Karbonite Ongoing Dev and Discussion
123nick replied to RoverDude's topic in KSP1 Mod Development
you should also add a device that instantly turns karbonite into kethane and if needed turn kethane into karbonite, and it weight 0.0000001 units of weight, and it take no electric charge or anything. because that way, we can use karbonite drills and stuff for kethane mining, and vice versa. and it convert it with a ratio so they would still make the same ammount of LF and OX if converted with there mods converters. -
[24.2] Karbonite Ongoing Dev and Discussion
123nick replied to RoverDude's topic in KSP1 Mod Development
how about we make it like the biomass mod: the standard version and biomass science+ which has more complex stuff then the standard version? it would be optional, which to choose. -
[24.2] Karbonite Ongoing Dev and Discussion
123nick replied to RoverDude's topic in KSP1 Mod Development
sorry if this is already stated, but what is the controversial mod thats been included? i dont know what it is and i want to know! -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
123nick replied to ferram4's topic in KSP1 Mod Releases
does this require unique configs for aerodynamic parts? like far? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
123nick replied to PolecatEZ's topic in KSP1 Mod Development
hey i cant sweep the swing wings. i have B9 unofficial repack, and firespitter, but i still cant sweep them. is it not implimented yet? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
123nick replied to PolecatEZ's topic in KSP1 Mod Development
hey im not sure if this is bug or intended, but the missiles dont track targets. i have romfarer, and the romfarer guided missile thing, but it still doesent track. maybe its supposed to not track, but just asking incase its a actual bug. -
[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
123nick replied to RoverDude's topic in KSP1 Mod Releases
hey can you make them sorta like ISA Airbag tests long long ago? like these ones: and -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
123nick replied to PolecatEZ's topic in KSP1 Mod Development
hey where are those sweeping wings? like the ones that rotate inward or outward, i see the ones that fold, but not the ones that rotate like the B1 lancer bomber i think. also, the naginata lightwieght folding rotor i dont see. also im not sure if this is just me having installed D12 over a earlier version, but i got 2 copys of the shoutycraft war rotor. -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
123nick replied to Kerb-fu's topic in KSP1 Mod Releases
well thats nice, but maybe just for now as a sort of quick fix, change the module that animates it for now and then add the suspension stuff and the landing leg module back in a later update? -
[1.02] Vertical Propulsion Emporium. v0.22b (10th may 2015)
123nick replied to Kerb-fu's topic in KSP1 Mod Releases
can you change the landing legs so instead of using the landing leg module they use a model animate module? like with modded cargo bays? i think because your landing legs dont have suspension but the landing leg module requires suspension transform, so it makes null references to the log.if you use the model animate thing , it should work better. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
123nick replied to PolecatEZ's topic in KSP1 Mod Development
honestly this looks like its good enough for a release. im ok with no IVAS. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
123nick replied to Porkjet's topic in KSP1 Mod Development
can you remove the winglet / lift modules on the mk2 parts? they seem to do something with my game where if i play with the parts, launch a ship with the parts, and start to take off, the entire world turns black, hud still visible, but the navball is also entirely erased, and altitude glitch out. im certain its the winglet module. -
wasnt there a mod like this? called kerbopolis? here:http://forum.kerbalspaceprogram.com/threads/50473-PLUGIN-0-21-x-ALPHA-Kerbopolis-Procedurally-Generated-Cities