-
Posts
1,061 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Moon Goddess
-
Agreed, these pieces won't ever be used as a long term space station without other modules, they may operate for a bit while being docked together but be unmanned, I think they're fine with just what the plugin automatically applies. The habitat module i frequently use for things other than space stations, Like a habitat for interplanetary ships, so it should have some resources, 30 days seems fine. If I'm worried about waste recycling that could be included in another part of the interplanetary ship. Woah, I didn't know you could do that, I've just been modding the Warehouse to be an extra-large KAS container. this could be interesting. Problem with that is it really should be adaptable. When you use the tweakables to lower how much of something is in there, it doesn't let you add something else. Best case scenario would be for there to be some where you could fill it completely with LS resources, with no room for anything else, or empty it and fill it with liquid fuel and no room for anything else, or KAS storage, or some mix of these things. And that just doesnt' work with stock tweakables.
-
Cargo Transportation Solutions (WIP)
Moon Goddess replied to Talisar's topic in KSP1 Mod Development
Yeah we have a growing number of posters around here that thing being flat out rude is a respectable trait. -
The Open Part Mod - Week of 4/25 project started
Moon Goddess replied to StarVision's topic in KSP1 Mod Development
Hmmm... I don't know how to make lights... I guess the point is to learn. -
LLL - Lack Luster Labs - Development Thread
Moon Goddess replied to Lack's topic in KSP1 Mod Development
That's because Kerbin's oceans aren't water. They are some cryptic substance that behaves nothing like water and offers no buoyancy. EDIT: Sniped! -
LLL - Lack Luster Labs - Development Thread
Moon Goddess replied to Lack's topic in KSP1 Mod Development
Sorry I thought I dropped this in there, guess I didn't, http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm This is the blender KSP tutorial I learned from, it's horribly out of date now but works. -
Requesting Mod Aid! SuitSat coming soon!
Moon Goddess replied to ZooNamedGames's topic in KSP1 Mod Development
Don't listen to him, everyone has to start somewhere and everyone has to learn. Questions are a perfectly valid way to learn. Many of us use Blender, it's free. http://www.blender.org/ Here's what I used to learn how to make KSP compatable models in blender, http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm You'll need to download Unity, http://unity3d.com/5?gclid=CJPNppfq-b0CFSgQ7AodHAUA8Q And the part tools http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools And then last but not least, here are TONS of guides. http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan -
The Open Part Mod - Week of 4/25 project started
Moon Goddess replied to StarVision's topic in KSP1 Mod Development
What's the part this time? -
LLL - Lack Luster Labs - Development Thread
Moon Goddess replied to Lack's topic in KSP1 Mod Development
Removed, I was rude. -
LLL - Lack Luster Labs - Development Thread
Moon Goddess replied to Lack's topic in KSP1 Mod Development
A: Most of us use Blender or Sketch-up. Blender is free, it doesn't make .mu files, nothing does, you take the files it makes into unity and convert them, there are wonderful guides on these forums, Here's the blender tutorial I learned from, but it's out of date now, someone might be able to show you a better one. B: I'm sorry about the internet, turn it on and go to bed. C: Lack would have this same issue... D: and E: the rest of us all have lives, school, jobs, girlfriends, husbands, boyfriends, wives. Basically, Lack has already said he doesn't want to make it, so your options are the ones that are already out there, or make it yourself. Telling why it's too much work for you to make it yourself isn't going to convince someone else to do that work for you. -
[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
Moon Goddess replied to Eggman360's topic in KSP1 Mod Development
Majiir doesn't give permission for distributing his models in any way shape or form. If you do it thru Module manager entirely there's nothing he can say though, but you absolutely have to do it with module manager only you CAN NOT under any circumstances distribute his models or textures. -
Requesting Mod Aid! SuitSat coming soon!
Moon Goddess replied to ZooNamedGames's topic in KSP1 Mod Development
Well pick up a little c# programming, http://channel9.msdn.com/Series/C-Sharp-Fundamentals-Development-for-Absolute-Beginners (not endorsing that, it just came up in google.) You'll need a compiler, http://monodevelop.com/ From there, you'll just have to pick and poke at the game till it spits out what you want. -
[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
Moon Goddess replied to Eggman360's topic in KSP1 Mod Development
OMFG!!!! I want that drill!!!! I don't see why you'd need premission from the author of KAS for that, Kethane you'd only need if you were using a model from the kethane mod. -
[WIP][23.5] RealSimpleScience (26.04.14 V0.04)
Moon Goddess replied to Sandworm's topic in KSP1 Mod Development
Yeah, Sandworm, make the mod you want to make you have no obligation to even share the mod, and no obligation to do anything to get others to us it, they'll use it if they want what you want. Your mod looks good to me. -
LLL - Lack Luster Labs - Development Thread
Moon Goddess replied to Lack's topic in KSP1 Mod Development
I've got enough mods at this point I'm about to set up the same thing. What I found was really strange is my computer used to have 4gb of ram, and I was running 3.86GB aloted to KSP. Anything more than that it wouldn't load. Bought another 4GB, now if I get above ~3.3 it starts crashing during play. -
That would probably depend on how FAR interstellar you are going. Sol System to Alpha Centari system? Cameras would allow you to plot the location of both of those stars for orientation, parallax on various other stars should provide "altitude". Longer distances you should be able to do the same as long as you kept a plot on a selection of stars during the whole trip.
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Moon Goddess replied to TaranisElsu's topic in KSP1 Mod Releases
I like the idea of greenhouse but I'd hope you could be talked into changing the values on the cfg, especially if it's going to go into the OP. Right now your violating the laws of physics with mass being created. The mass of .25 waste, and .25 water and the remaining carbon from the oxygen conversion just don't add up to 1 food. I don't have the opportunity to do the math right but even making it a simple, Waste 1 becomes Food .9, would be better, really needs to be some loss. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Moon Goddess replied to rbray89's topic in KSP1 Mod Releases
I don't think it's appropriate for Laythe, not sure if it would be visible on Jool.... But you simply MUST! do the planet wide fog like that on Eve, and tint it a light purple. -
I made a couple of configs that I needed for my purposes. Home Grown Rocket's stock alike Shenzhou didn't work without @PART[InLineChute]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } } and Universal Storage's Octocore, looks like this should be possible. @PART[US_d_Hub_Octocore]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true } }
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Moon Goddess replied to ferram4's topic in KSP1 Mod Releases
I'll never get anything into orbit! honestly I like it though, I'd rather it brake than just go into uncontrolled spin and leave me not knowing that to do. at least with a break i know what to click then.- 14,073 replies
-
- ferram aerospace research
- aerodynamics
-
(and 1 more)
Tagged with: