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Everything posted by theonegalen
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Welcome back! I remember when this thing first came out, but like so many mods, it passed from my recollection because I didn't have the RAM to run very many mods. I'm so glad you survived, are feeling better (emotionally), and have a positive outlook for the future! Cheers!
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I'm glad you're making parts! I downloaded the cat picture when it first showed up on spacedock a month(?) ago, and felt rather cheated when I opened the .zip.
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I think it would require more than cfg work. I think it would require C# coding in the main MAS dll.
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DMP just had a new release, actually. Surprised me. @blackheart612 always glad to see you active. Whether new parts or revamped, I look forward to your next release!
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My apologies, but I don't believe I will be able to put out the new version of UBM Extended today. I hurt my back while helping my cousin at his house, and sitting in front of the computer for a couple of hours is a no-go for me today. I am back home as I planned, and I hope to get to it tomorrow. Thank you all for your understanding.
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Using a concept is ok. Using or modifying the same code wouldn't be.
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I really liked the UBM Early Aviation node. What do you think of a 5 science Basic Planes node that is in Tier 2 with Engineering 101 and Basic Rocketry?
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I believe it's best to avoid duplication of effort where possible. What do you think of his changes? EDIT: of course, there's nothing to stop him from vanishing the way @Yemo did, so having more than one UBM-style mod would probably be a good thing.
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Check this out.
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
theonegalen replied to _Zee's topic in KSP1 Mod Releases
Fantastic! When I get to 1.6, I think Unmanned Before Manned is (finally) going in the bin. I agree with @jpkerman that planes should be earlier. I also wonder how this plays with something like all of the Near Future mods which fill out the latter part of the CTT. I would love to contribute, if that's alright. I play a lot with aircraft, if you don't. -
KSPF is my favorite. As long as you keep working on that, I'm happy. I also agree with @Nightside - PBR buildings would be amazing, both stock and those from Kerbin-Side Remastered.
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Fishy fishy!
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Thanks, @Kars88, I spent a lot of time on those bits! I like the idea, @SpinkAkron. I think @Tyko had a similar idea, but I can't find the thread.
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Merry Christmas, everyone! As much as I wish I could give you a Christmas gift of a new version of UBM Extended, I cannot do this at this time. I am away from my desk computer. The little tablet laptop that I have for work can run basic stock KSP, but not the part mods required to test and develop this mod. With version 1.6 of KSP out, and version 1.6.1 anticipated due to some bugs, it really is time to get this up to date. Therefore, at the very least the final 1.4.5 version and a basic 1.5.1 version will be up on New Year's Day. I will be back home on December 30th, and will have nothing else to do that evening or all day New Year's Eve, barring emergencies. Over the next couple of days, I will go back through the thread and make a list of everything that will be done for those versions. I set myself a release date in order to make sure I do it. Again, Merry Christmas!
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I'm not saying that it's impossible to use. I'm familiar with spin stabilization and the other things you mentioned. But depending on your settings, and what mods you have, that may or may not work. I always use Kerbal Construction Time. FAR also limits the usefulness of the Stayputnik before fairings are unlocked. The other thing to consider is that 1.25m parts are not supposed to be available in the start node. At least, they aren't in any of my installs, which use the USI Sounding Rockets mod. It's possible that I might rebalance some of the early Tech nodes, but I do not currently plan to move the Stayputnik to Start. Stayputnik might not stay in the Miniaturization node. Keep in mind that it is not my intention to make a whole lot of changes to what @Yemo did in Unmanned Before Manned before he left KSP modding. I'm mostly here to and add new parts to fit his work. This doesn't mean I won't make any changes that overwrite what he did, but that I'm not going to overhaul the tree, or look for things to change within it.
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The problem is that the stayputnick is pretty useless as a sounding rocket probe core, which is what the Start node is intended for. Also, the Octo is supposed to have its SAS nerfed so that it matches the lowest quality probe SAS. I don't know whether or not the config linked in that post above does that or not. I could possibly make a config that moves things around if the USI Sounding Rockets mod is installed. Also, by the time you get to unmanned Tech I think all of the probes should have full SAS capabilities, and the next version will have upgrades to make that happen.
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I feel like for some wings it should be between 5 and 10 G's.
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@kcs123 I have some FAR configs for APP wings, but they're on my computer at home. I won't be back there for about a week.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
This is the modulemanager wiki. It will tell you everything you need to know about using modulemanager, which is how you can make cfg files to change parts when as are load into the game. All KSP modding starts here. https://github.com/sarbian/ModuleManager/wiki- 2,515 replies
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My only complaint about the rebalance is that the Mastodon is still no good for making Saturn V replicas, which was partially the stated purpose of Making History. Otherwise, I like the changes, and will integrate them into my own mods.