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KSP2 Release Notes
Everything posted by Andrew_C
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It's either stuff that should have been in the game, like the various procedural parts mods or KER. Or stuff that vastly improves gameplay & makes the game more interesting, fun or less annoying, like Waypoint Manager, RPM, SCANSat, tweakscale& the various aircraft parts packs I use (& Firespitter)
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[1.9.x] QuizTech Aero Pack Continued
Andrew_C replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for maintaining this, linuxgurugamer. You seem to me maintaining all my favourite mods these days. -
Thanks for updating SXT for 1.2, since I discovered SXT it's been one of my favourite mods.
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
Andrew_C replied to Probus's topic in KSP1 Mod Releases
I've just noticed that the latest tagged release on GitHub is v20160205 while the version on CKAN is 20160515. Would it be posible to tag another release?- 1,028 replies
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OK, right thread this time (I hope). Does anyone know of add-on textures for the Firespitter parts? The only one I've come across is PoleCatEZ's old XOverPack for .23, which among other stuff, retextures some Firespitter parts. Unfortunately it appears to make some other tweaks to the parts, and I'm not confident enough in my MM cfg editing skills to tell what is needed and what is not (or how to remove the unneeded stuff). Also hasn't ModuleManager syntax has changed since then?
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Kerbal Space Program patch 1.1.1 is now live!
Andrew_C commented on KasperVld's article in Developer Articles
I'm still getting the bug where you cant move the LY-05 LY-01 (always mix the names) fixed landing gear in the SPH because they snap to the centreline of the object they are attached to and won't move, when you try to move them. -
Wonderful B-36 (as your other aircraft), far better than my attempt. Pity it's RSS only as I would have loved playing with the craft file if you ever decided to share it. But just seeing yours has inspired me to go and make some improvements to mine.
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Would it be possible to make thread titles links to the first page of the thread while in the thread. Just seems to makes sense to me, and I'm sure other people would find it handy.
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That's wonderful news, thanks. That will be a great improvement.
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Is it not possible for that tool of yours to automatically redirect incoming links? IMO it's not much use if you have to know about it and then go and fix every link you've made to the forums
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yeah, I just saw the message about IRC
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AFAIK all those features like custom emoticons and realtime notifications are available on or as addons for VBulletin. And I don't see why you can't just archive the Rocket Builders forum. I'm sure you have good technical reasons to move to other software, but you could tell us them, instead of listing superficial features which exist on VBulletin.
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I'm not sure if the right mod to ask, but would it be possible to add the pre 1.05 MK1 cockpit to this mod? I don't mind the new MK1, so I'd prefer not to just overwrite it with the old one, but I also like the old one and all my existing designs just look silly with the new one, including my favourite aircraft.
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I'm attempting to create this MM cfg, base on advice I received in the SXT thread It's meant to fix most of the references to outdated squad paths in SXT but its not working at the moment. My knowledge of advanced MM syntax is very weak, the advice I received and a read of the MM wiki page is basically all I know about it. Any advice and corrections would be greatly appreciated: // SXTchangedpaths.cfg // Change paths for SXT and other mods that reference outdated stock paths // These are only the paths I am aware of so far that have changed, there are several others, // and there are ones where the model and texture map has changed // Use if want to fix all broken parths // @PART[*]:FINAL { // Use if only want to do SXT parts, if using the above remember to comment out @PART[*]:HAS[#author[Lack]] { // Duplicate for as many times as needed // @MODEL,* { // @texture ^= :^Squad/Parts/OldPathToTexture:Squad/Parts/NewPathToTexture: // } @MODEL,* { @texture ^= :^Squad/Parts/Utility/airIntakeRadialXM-G50/model000:Squad/Parts/Aero/airIntakeRadialXM-G50/model000: } @MODEL,* { @texture ^= :^Squad/SPP/Mk2FuselageLong/mk2Fuselage:Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage: } @MODEL,* { @texture ^= :^Squad/SPP/Mk2CockpitStandard/Cockpit:Squad/Parts/Command/mk2CockpitStandard/Cockpit: } @MODEL,* { @texture ^= :^NASAmission/Parts/Size3Decoupler/decoupler_and_adaptor_cm:Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm: } @MODEL,* { @texture ^= :^NASAmission/Parts/Size2LFB/twin_nozzle_booster_nm:Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm: } @MODEL,* { @texture ^= :^Squad/Parts/Electrical/2x3ShroudSolarPanels/model001:Squad/Parts/Electrical/3x2ShroudSolarPanels/model001: } @MODEL,* { @texture ^= :^Squad/Parts/Electrical/2x3ShroudSolarPanels/model002:Squad/Parts/Electrical/3x2ShroudSolarPanels/model002: } // this texture map has changed, but might still work @MODEL,* { @texture ^= :^Squad/Parts/Utility/CircularIntake/model000:Squad/Parts/Aero/circularintake/circularintake: } }
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I've noticed these textures have changed location and some are have changed, like the inline cockpit and circular intake ones. I'm sure there are more. How would I go about creating a Module Manager patch to change all instances of these within the SXT directory? I don't have the time to change every file by hand, unfortunately. // texture = model001 , Squad/Parts/Utility/airIntakeRadialXM-G50/model000 texture = model001 , Squad/Parts/Aero/airIntakeRadialXM-G50/model000 // texture = mk2Fuselage , Squad/SPP/Mk2FuselageLong/mk2Fuselage texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage //texture = Mk3Fuselage , Squad/Parts/Mk3/Mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/mk3Fuselage/mk3Fuselage // texture = decoupler_and_adaptor_cm , NASAmission/Parts/Size3Decoupler/decoupler_and_adaptor_cm texture = decoupler_and_adaptor_cm , Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm // texture = Cockpit , Squad/SPP/Mk2CockpitStandard/Cockpit texture = Cockpit , Squad/Parts/Command/mk2CockpitStandard/Cockpit //texture = Wings , Squad/SPP/Wings/Wings texture = Wings , Squad/Parts/Aero/wings/Wings //texture = twin_nozzle_booster_cm , NASAmission/Parts/Size2LFB/twin_nozzle_booster_cm texture = twin_nozzle_booster_cm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm // texture = twin_nozzle_booster_nm_NRM , NASAmission/Parts/Size2LFB/twin_nozzle_booster_nm texture = twin_nozzle_booster_nm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm // texture = model001 , Squad/Parts/Electrical/2x3ShroudSolarPanels/model001 texture = model001 , Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 // texture = model002_NRM , Squad/Parts/Electrical/2x3ShroudSolarPanels/model002 texture = model002_NRM , Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 //texture = model000 , Squad/Parts/Command/mk1InlineCockpit/CockpitDiffuse // new model, map changed //texture = model001_NRM , Squad/Parts/Command/mk1InlineCockpit/CockpitNRM2 // new model, map changed //texture = model000 , Squad/Parts/Utility/CircularIntake/model000 texture = model000 , Squad/Parts/Aero/circularintake/circularintake //new model, map changed? // texture = model002_NRM , Squad/Parts/Utility/CircularIntake/model001 texture = model002_NRM , Squad/Parts/Aero/circularintake/circularintake //new model, map changed?
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Contract Pack: Advanced Progression - REPLACED
Andrew_C replied to tjsnh's topic in KSP1 Mod Releases
Thanks, that shouldn't be a problem as I'm not to far in this career. I've only just unlocked EVA's, as a matter of fact. -
Contract Pack: Advanced Progression - REPLACED
Andrew_C replied to tjsnh's topic in KSP1 Mod Releases
Should we clear out contracts even if we didn't have Advanced Progression installed before?