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Everything posted by theonegalen
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[1.3.0->1.5.*] Tiktaalik Dreaming Props
theonegalen replied to TiktaalikDreaming's topic in KSP1 Mod Releases
Holy crap. If these have clickable colliders at all, I might be able to use them to trigger Science experiments in MAS. -
I tried it every way I could think of, including both of those ways. I've looked in the API about the part upgrades, but I can't really make heads or tails of it.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
Huzzah! I can finally play 1.5.1 again! It turns out that I can do without part mods, I can do without Tech Tree mods, I can even do without Kerbal Construction Time. But I cannot play Kerbal Space Program career mode without the interesting contracts and strategies you provide. Thank you very much, once again. -
I am tired of doing nothing with this. Therefore, I will be releasing everything I have for v0.3 in a prerelease tomorrow. Expect a few bugs, and please report any bugs or unusual behavior you find. Thanks!
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ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
oh heck, I didn't even know about that! Great rec! -
Nice.
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ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
I highly recommend notepad++ as your text editor. I would have given up long ago if I was using standard Notepad. -
ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
What you have to do is create a new prop yourself - copy the config file for whichever switch you want to base your switch on to a new .cfg file with the new name. Replace the MODELs listed with the models you want to use, and replace the code that tells the prop what it does with what you want it to do. -
I also prefer the old style gauges and switches. See my signature for my Warbird Cockpits IVA mod. I did originally think of an MFD implementation because I wasn't sure if a Regarding the little sketch, it was something I just threw together in moments. Everything on there is easily changeable, as long as we have the proper functions in MAS. Multiple experiment banks would Sure, that would also work. Either way, I'm planning to kitbash the existing ASET models rather than ask for or create brand new ones.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
theonegalen replied to Beale's topic in KSP1 Mod Releases
This is still one of my favorite mods - that stockalike texture on the X-1 parts is perfect. -
Tried this. Apparently ModulePartStatsUpgrade doesn't touch the category or TechHidden fields in part configs. So it's a no go. @Electrocutor, is there anything you could do, codewise, to allow the addition of new variants through the Part Upgrade function? Currently they don't seem to work that way. I really shouldn't be surprised that something as half-baked as the stock part upgrade and variant systems would have no way to interact. It would seem kind of obvious to me to make those work together, but KSP development is so piecemeal that I guess they never thought of it.
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ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
I'm sorry, I don't think I understand your question. -
I opened an issue about science controls in github a while back. What do you think about the variables I asked for here? https://github.com/MOARdV/AvionicsSystems/issues/141
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ASET Props Pack. v1.5 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
The names are just description. The rest of the configs define what the props do and add the various models together. -
Mk1 Inline Cockpit Upgraded IVA (RPM)
theonegalen replied to JoaquinJAR's topic in KSP1 Mod Releases
A good start! I encourage you to keep working at it. Are you using Unity to place the props? That makes everything so much easier. :) One thing I would encourage you to do is to pick a real-world aircraft to base your IVA designs on (if you're looking for realism). For example, my version of the Mk2 Inline is based on the SR-71, with modifications to make it more gameplay-friendly. Pictures: -
It all just keeps getting better and better! I can't wait to integrate this into my next go around in the game! As for Snacks!, it can make your kerbals into tourists or even kill them, depending on the settings. I don't know if you've played with Kerbal Health at all, but it has great integration of things like loneliness and radiation that might be good triggers for stories and shouts. https://forum.kerbalspaceprogram.com/index.php?/topic/155313-15x-kerbal-health-133-2018-11-29/
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The variant switch works now, but I haven't been able to get the part upgrade side to work with it like I'd like. Going to keep working on it.
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[1.5.x] Engine Tweaks for Making History [Deprecated]
theonegalen replied to Tyko's topic in KSP1 Mod Releases
I know that the part upgrade doesn't apply to parts that are already on a ship being used... You know what, I think I might have made those configs back when I expected to have a way to select whether or not to apply the upgrades in the editor. I remember there were a couple of different mods for that, but they all seem to have gone by the wayside. I don't believe I use the upgrades in the part overhauls either. I still like the upgradable thing, but I'd like it to be optionalon a per-vehicle basis, instead of forced. -
[1.5.x] Engine Tweaks for Making History [Deprecated]
theonegalen replied to Tyko's topic in KSP1 Mod Releases
@Tyko, did you ever try the tweaks for these engines that I included in UBM Extended? I'm not entirely satisfied with the Saturn / Apollo engines, but I thought moving the Russian engines to Basic Rocketry and nerfing both their ISP and thrust, then setting up upgrades to get them back to stock performance worked pretty well. I like how it reflects the longevity of Russian design. Anyway, I just figured that there's not much of a point to duplicating effort across our two mods, so you're welcome to integrate any of the tweaks from UBME you would like, then I can point people over here to get the full package for the next release. -
I haven't had that issue. I'm away from my computer right now, but later tonight I will give it a look and see what might be going on. What version of MAS are you running, what version of Kerbal Space Program, and what version of RPM? Also, go into your KSP folder and upload a copy of your KSP.log file somewhere like pastebin or Google Docs so I can look at it and see if there's something going on that shouldn't be.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
theonegalen replied to JPLRepo's topic in KSP1 Mod Releases
I remember it being always at the beginning of a career, even if you couldn't do anything with it. -
I'm absolutely certain that it would be pretty trivial to set it up to automatically switch using module manager to Gael when gpp is installed as long as I know what texture is needed. You just have to know how prop configs work.
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mod Idea/request: leveled science experiments
theonegalen replied to mr. engino's topic in KSP1 Mods Discussions
Yeah, you could do the basic cfg work on your own, no prob. All you would need to make it work coding-wise, is in the game already. You can add new science types through config: for example, the default would be like "Take Pressure Readings" and you could rename it "Take Basic Pressure Readings" and copy/paste "Take Advanced Pressure Readings", then put that experiment in your new copied part. Look up KSP Part Configs, the ScienceDefs.cfg file, and other config files in the SQUAD folder under GameData. Searching for contents of .cfg files can help (here's a tut: https://www.makeuseof.com/tag/search-file-contents-windows/). Use Notepad++ because it's the best way to make basic text files. I've been amazed at how many times I've seen old posts from forum users who have amazing mods now that say, "I would love this, but I have no idea how to code/model/texture/etc." 90% of KSP mods started with an idea for a mod and no idea how to get it done, and then we learned how to do it by looking at other mods and the SQUAD files. Good Luck! -
Aha! Thank you.