Konraden
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Everything posted by Konraden
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Konraden replied to nli2work's topic in KSP1 Mod Releases
Those Koffins are morbid and awesome--like driving a muscle hearse. Definitely going to have to send some of those up, strap them to the tungsten power poles, and bury them into the KSC at Mach 4. -
TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
You can integrate them yourself if you want, it just requires two lines in the part.cfg. I've been hand-updating these since .19 in order to make them work correctly as TT doesn't seem to be updating them at all. If you add the Part {} line to the configs, they work (except for the DRrobotics parts AFAIK, but I haven't tested those much--they rely on the defunct DR plugin). I also added these to the campaign mode using the new tech-tree lines, but I don't know the names of the tree so I just used 'start' for the parameter. Everything seems to work fine. -
[1.6] Davon Throttle Control systems mod [v088]
Konraden replied to PrivateFlip's topic in KSP1 Mod Releases
Do these functions impact fuel economy negatively? If I set the engines to level off at say, 80%, and my throttle is at 100%, does that mean that my engines are 1. still running at 80% and 2. the fuel economy would be the same as if they're running at 80%? -
Translation: "I lost, shut up already." I was looking for the same information earlier for Remote-Tech. I didn't feel like dumping a bunch of satellites into orbit for global coverage, so I figure these Molniya and Tundra orbits would be fantastic.
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TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
You can do that manually. Just point the config file for the stock Mk3 to TT's internals. I don't think I had any issues with it. I also pointed B9's pod to do the same thing (the big one that looks like the Mk3) -
There is a mod for that. This guy made some nice models for the Quantum pack (they are _only_ the models, the mod isn't included). http://kerbalspaceprogram.com/quantum-parts-pack/
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"Super awesome" too gauche?
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LLL - Lack Luster Labs - Development Thread
Konraden replied to Lack's topic in KSP1 Mod Development
This is pretty as sin. Apparently I need to hang out in the Add-on Dev forum as much as I do in the Showcase forum. -
I'm getting around to making drouge radials to match these. I have one already on these forums already which matches the stock radial parachute. My weekends are normally just busy so it takes me a while to catch up. I'll get some more work done later today if I can.
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Not to be a dick, but what about the weird scale of the Mk2 chassis? It's like 75% of it's original size.
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TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
Doesn't look like it, the DEMV Mk2 is correctly scaled. It's broken in 20.0 -
D'oh. I copied the proper link into the text instead of the <url> brackets. (originally only had the library, figured I'd add a little read me)
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Some guy made a Part Search plugin for the VAB an SPH a couple of months ago. This is the source (AFAIK) And this is the version I still have from before the Kerbastrophe on the forums. https://dl.dropboxusercontent.com/u/32080904/KSP_Parts/PartSearch%20Plugin.zip This isn't my work, but I haven't seen this guy or this plugin at all in the past months, and the searches I've run on the forums here don't turn up anything about this plugin. It has been extremely helpful in this game when you've got two dozen+ part packs installed. At the very least I figured sharing it would be a nice thing to do. Installation: Works in either plugin folder (either legacy or .\GameData\PartSearch\) Bugs(?): Sometimes a search returns no results. Clicking the "Pods" tab will properly refresh the parts menu and show filtered items.
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TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
From what your description sounds like, you have the Plugin_Date folder under KSP_Win>Plugins? -
*Redundant Thread - Do Not Use* KW Rocketry Update
Konraden replied to lpam's topic in KSP1 Mod Releases
I wonder if it's related to the same issue with engines not igniting if they're decoupled at the same time or something. -
TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
The question is does this allow Damned Robotics to work? -
NO. The new .20 file system lets you put the entire "Firespitter" directory into GameData folder. In fact, if you just copy and paste the GameData folder in the zip file into your KSP_Win directory, it'll install the mod. But alas, it goes like so. KSP_Win > GameData > FireSpitter > (Parts, Plugin, Sounds, etc) Squad has all of the stock parts under GameData > Squad. Any Mods should ahve their _own_ folder under GameData.
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Konraden replied to BigNose's topic in KSP1 Mod Releases
No biggy, just a bug report.- 799 replies
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- aviation
- aviationlights
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TT's Mod Releases - Development suspended till further notice
Konraden replied to TouhouTorpedo's topic in KSP1 Mod Releases
You know, I made those edits too and was, I guess, smart enough to only replace the ones I knew were new\fixed\updated\blah. Seriously, it's like maybe 20 parts total that you have to edit. Your fans are terrible people, Torpedo.