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Bottle Rocketeer
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Sounds great Iannic, was always hoping you would be able to add Muziker and Chatterer together. Definitely looking forward to more sounds and different trigger points. Is the download link updated with that version or are you going to hold off and finish up the other features before releasing it?
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
GhostChaser replied to damny's topic in KSP1 Mod Development
Simply amazing, with the few minor bugs/tweaks mentioned already it runs great. I have noticed to "unzoom" from the big map, just close it and wait a few minutes and then reopen it. One suggestion though, could you add the °, ', " to the anomalies so we could use MechJeb (I know, I'm a lazy Kerbalnaut) to land by 'em. Other than that, amazing work thus far. Really looking forward to future updates! -
Just thought I'd let ya know Logan, I downloaded your updates for the Eagle and just wanted to point out that you forgot to add the TechRequired = (What ever node) entryCost = (number) to the ASAS Module, Main Engines Mk2 and the VTOL Engines in case you want 'em in career mode. Thanks for all the hard work you put into this Devo and to you Logan for sharing the awesome ideas.
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Sent ya a PM Henno so we don't bog down this thread.
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LLL - Lack Luster Labs - Development Thread
GhostChaser replied to Lack's topic in KSP1 Mod Development
Sure thing Rail, there are a few parts that aren't in the LLL pack though. You'll need the Heavier Strut in the NovaPunch pack, HexCans for the racks (not sure if the Extraplanetary Launchpads' HexCans for the Ore will load without it), Infernal Robotics, B9 for the single light that's added to both drills and a quick .cfg addition to the HexRack (which is in the HexCans mod). You can download it Here This addition should be saved as an additional file named "Huge.cfg" in the HexRack folder. All rights go to the original author, this is just a simple rescale to fit the larger Can's that Extraplanetary Launchpads adds. The code tag messed up the code on a few lines so you might have to go back in there and clean it up. PART { MODEL { model = HexCans/Models/Rack position = 0.0, 0.0, 0.0 scale = 0.25, 0.25, 0.25 rotation = 0.0, 0.0, 0.0 //texture = HexCan000, HexCans/Parts/HexProbe/Probe } // --- general parameters --- name = HexRackHuge module = Strut author = Greys // --- asset parameters --- scale = 1 rescaleFactor = 4.0 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 // --- general parameters --- node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2 node_stack_top = -0.035, 0.0, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,1,1,1,1 // --- editor parameters --- cost = 200 category = Structural subcategory = 0 title = HexRack Huge manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. description = A small truss section for holding Huge sized HexCans // --- general parameters --- mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 18 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 } Also updated the album located above with a few more shots. Enjoy Ghost -
LLL - Lack Luster Labs - Development Thread
GhostChaser replied to Lack's topic in KSP1 Mod Development
I gotta say Lack, you've really out-done yourself this time. Great work on the parts! Here's a few pics of a drilling rig I did up to mine Ore for the Extraplanetary Lauchpads mod. I'll add some more pics once I've gotten the base totally done. Thanks a bunch for all your time/effort you've put into this, it's definitely a must-have mod! -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
GhostChaser replied to BlackNecro's topic in KSP1 Mod Releases
Thought I would share these with the rest of y'all. They're not the greatest by any means but get the job done. Hope ya like 'em! Download Link: Here From top to bottom: Firspitter's Plane and Heli Hooligan Lab's Airship Infernal Robotics NovaPunch Procedural Fairings Procedural Wings TT's Modular Wheels Stretchy Tank's To have 'em show up in-game install into: GameData/PartCatalog/Plugins/PluginData/partcatalog To get 'em to work with the right tag, just click that tag and then click on edit icon, choose the right icon and you're good to go. -
I gotta say Devo, you've out-done yourself on the Drop ship. Followed the video on how to build it, took it off without HydroJeb just fine without any action groups. The only thing I had a issue with was rotation, tried to reorient after seeing it started to veer off and it spun like crazy. Needless to say, Jeb was extremely happy. Lmfao I don't think I've had this much fun building something myself. Sorry to say, I'm gonna bankrupt (if it was possible) Wayland Corp with how many I'm gonna crash! Thanks a TON!
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Thank you for the great mods Devo! If it wasn't for your mods I don't think I would of stuck around KSP as long as I have. They bring in so much fond memories from past movies. The modding community is definitely losing a great modder. On a side note, I gotta say, those flags included are great. Especially the "destoryer", I do believe that will be my default flag from now on!
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*Redundant Thread - Do Not Use* KW Rocketry Update
GhostChaser replied to lpam's topic in KSP1 Mod Releases
Can confirm this, they haven't been updated yet. The nodes for most of the fairings are off. The one listed here does work though. Thanks for that Ipam -
Hey TT, after updating the .cfg files, I managed to get everything to load and working but the DamnedRobotics parts (Ballbearing & Loose Hinge, didn't load at all since DR hasn't been updated yet). The only other problem I came across was the Tailwheel had no texture. I'll get it all zipped up and sent to ya if it'll make it a little easier for you to get this great mod workin' again. As for the issue with freezing while trying to load the Ballbearing, I didn't have that issue after updating the .cfg's. I'm currently using the MechJeb v2.0.8, without MuMech.dll.
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Looks amazing, depending on the height that would make a great looking garage/refueling station for rovers. Keep up the great work!