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Everything posted by theonegalen
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@Spike88 @kcs123 OH, I have a huge bunch of configs for UnmannedBeforeManned, AirplanesPlus, and SXT already! I didn't realize anyone else was using the combination, so I hadn't posted it! It moves the jets back in the tree, and actually makes a new branch "Propeller Engines" off of UBM's Early Aviation node. Actually, I have a lot of UBM configs, so let me just zip them up and throw them on SpaceDock. Done. https://spacedock.info/mod/1720/UnmannedBeforeManned - Extended Mod Configs
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Version 3.0 is released on Spacedock! How to install: I've been playing with UnmannedBeforeManned for a long time. In that time, I've made UBM configs for a bunch of mods. In the past, I've sent them to Yemo and had them integrated into the main UBM mod, but Yemo hasn't been answering my PMs. Therefore, I've decided to release what I have as an add-on for UBM. As UBM is released under an ARR license, I have not modified or redistributed anything from UBM, and you will need it to use these configs. Configs included: Dependencies: Unmanned Before Manned, by Yemo - required Community Tech Tree, by Nertea - recommended ModuleManager, by sarbian. - required Hide Empty Tech Tree Nodes, by ev0. - recommended Community Tech Tree Naval Branch, by Pdelta41 - Required for Aircraft Carrier Accessories, MaritimePack, and SM_Marine License: CC BY-NC-SA 3.0 This mod contains models and textures by Porkjet and SQUAD, released under the CC-BY-NC 3.0 License. Changelog
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It also seemed to me that the asymmetric landing gear was still very draggy when retracted. I haven't tried any of the other gear.
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(1.4.5) Jet Sounds Continued 1.2
theonegalen replied to Patrick_the_big's topic in KSP1 Mod Releases
Ok, here are all the RealPlume configs. Each also includes fixed configs for the basic JetSounds mod, with :NEEDS[!RealPlume] added to prevent any problems between them. You are welcome to use these as is to replace the configs currently included. I also did a couple of SXT engines. I was going to do the pulsejet included with Vens Stock Revamp, but I'm not super happy with the sound I've found. https://drive.google.com/open?id=1g_15S0otyhtYK9JSASsu-oKJ341QqmZ8- 84 replies
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I had no idea that was even an option! I love it. IMHO, KCT is not only worth it, but essential if you want a realistic, higher-stress playthrough. And if you want even harder mode, add BARIS or UPFM on top. Reasonable part failures promotes testing and iterative design, and reusing designs.
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@Rivvik I've been working with RPM for two years now, and I'm still learning things (I successfully avoided having to program my own MFD until this week, for example), but the first idea seems extremely doable. The second does not. Unfortunately, models can be either props (IVA items) or parts (external items) but not both. The first would work with a windowless pod / cockpit by having camera transforms prebuilt into the model. If you need an example, look at the ASET ALCOR model from @alexustas. The RPM "display" props in the IVA would be programmed as RPM MFDs with only a single page programmed - a camera renderer tied to whichever camera corresponds to that view angle. You could also make multiple pages with information on them to overlay the camera view if you wished. Whether or not having all those cameras rendering at the same time would be too hard on computers in KSP is another matter.
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I will not purchase or play any version or DLC for KSP past 1.3.1 if the modders are forced out by the new Terms. I would like to have a say in whether someone else gets paid for, for example, putting my cockpits and all of @MOARdV and @alexustas's hard work into a DLC pack. If I don't, well, then, I guess I suddenly have a lot more free time.
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As of right now, I'm wondering if we'll even have mods for 1.4. The idea of TT being able to sell anything I post on the forums after working on it for two years for free rankles.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
theonegalen replied to JoePatrick1's topic in KSP1 Mod Development
Still working in 1.3.1, and it looks like we might be playing on 1.3.1 for a while if we like mods, so I have no problem with the mod as is. -
(1.4.5) Jet Sounds Continued 1.2
theonegalen replied to Patrick_the_big's topic in KSP1 Mod Releases
Hey, great job with the new configs. I've got some for RealPlume compatibility, but it will be a few hours before I can upload them. The computer I have KSP on doesn't connect to the internet.- 84 replies
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(1.4.5) Jet Sounds Continued 1.2
theonegalen replied to Patrick_the_big's topic in KSP1 Mod Releases
There's got to be a way to make this work with RealPlume. I'll see what I can do, as I used to love this mod. EDIT: I just looked over the configuration files in this mod and in real plume stock, and I can't see any problem with making the two work together. It really ought to be trivial. I'll get back to you later today- 84 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
Possible bug report. About a week ago I was playing KSP when I got a BARIS event card informing me that one of my Kerbalnaughts had gone on vacation. However, all of my kerbals appeared to be available, and the event card did not identify which one had supposedly gone on vacation. I didn't even think to get a log at the time, but I thought I'd let you know, because it might be something that was obvious in the code.- 571 replies
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I'm still on basic biplane aviation in my career save, so all thats happened to me so far is the orange suits passing around a couple of colds. But everyone's been good for their missions so far.
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Pictures do not seem to be showing up.
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Scorched pods Mod Development thread
theonegalen replied to Jack5.exe's topic in KSP1 Mod Development
What do you mean it's broke? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
theonegalen replied to Ven's topic in KSP1 Mod Development
You can certainly go through the parts and delete the ones you dont want. As far as I can tell, there's no download for retextures only. Alternatively, if you use the Unmanned Before Manned tech tree, the parts are put into tech nodes that make them balanced with what ia already there, IIRC. -
I'm always looking to increase the challenge and strategic elements of KSP. So I can no longer play without: BARIS, introduces part failures and reliability, strategic elements, and random events into your game. If all you want is part failures and reliability increases use UPFM. Kerbal Construction Time, which makes building craft, unlocking tech nodes, and upgrading the KSC take time. Again, more strategy. Especially when combined with Monthly Budgets changes how funds work in KSP; instead of recieving funds based on your contract completions, you will receive funds each month based on your space program's reputation. It is fantastic. I'm also using a bunch of contract mods, especially the Career Evolution pack, and the Unmanned Before Manned -CTT tech tree, which promote starting with unmanned rocket flights and aircraft before moving on to kerbaled space exploration. I've homemade gobs of tech tree configs to make various part packs fit in with UBM. Speaking of part packs, if you like building airplanes, you absolutely must use Airplane Plus. APP has propeller engines, new cockpits, 2.5m airliner parts and cargo bays, and much more.
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Scorched pods Mod Development thread
theonegalen replied to Jack5.exe's topic in KSP1 Mod Development
Sounds like fun! Good luck! My only request would be to integrate the versions of the pods from Ven's Stock Revamp. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
Is the new version safe to install in an ongoing career save? I have money in my Big Project Fund that I'm saving for a rainy day. Or at least an eclipse in the HSS I'm playing. -
Known Scatterer issue, or at least it was the last time I used Scatterer. There may be some kind of a fix now, and it also might have to do with older versions of transparencies used in KSC++.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
theonegalen replied to ferram4's topic in KSP1 Mod Releases
The cheat menu disables joint breaks entirely, as I understand. KJR increases joint strength, but does not make it impossible to break your rockets.- 2,647 replies
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
theonegalen replied to severedsolo's topic in KSP1 Mod Releases
The way I'm using this mod is as the major source of funding, but I left the contract rewards on for small bonuses in funds. I turned my funds rewards down to 0.25x normal, science to 0.5x, and increased the reputation rewards to 1.5x. I originally went with 2.5x rep, but that seemed to be far too OP for the early game. It's working great so far, and I love how it works with with BARIS and KCT. This is the first time I've been able to get a heavily-nodded career off the ground in years, and I just wanted to thank you for all your hard work on this mod, @severedsolo! -
Hey @SpannerMonkey(smce), I just installed the SM_Static pack for my 1.3.1 career that I finally got to, and it seems to me that the wreck on the rocks near the KSC is incredibly small. It also seems like a lot of these statics are pretty small, and should be sized up a little bit. Especially the wreck, though, as there's a pillar with a helicopter pad on it that only the tiniest of helicopters would be able to fit on.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
theonegalen replied to Ger_space's topic in KSP1 Mod Releases
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Kerbin Elcano Exploration Project - Epilogue
theonegalen replied to Angelo Kerman's topic in KSP1 Mission Reports
Oh dang. I was so worried when it looked like Jeb and Bob were going to be stuck on the Mun. I was worried about fictional little space frogs / plants that die all the time and show up in the next save no problem. Are you using SVT?