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KSP2 Release Notes
Everything posted by theonegalen
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
CC was just updated Sunday. I love this mod too, but give it time. -
@Iamsodarncool, do you mean to say that Collision FX is working for you on 1.3? That is good news!
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A small preview: Two Kerlingtons. I've also made some bugfixes and small improvements to the KN-2. Coming as soon as I finish the Clyde.
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There's nothing stopping you from downloading the whole thing then deleting what you don't want. Make a backup of your save first, just in case. EDIT: An Update
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
theonegalen replied to shaw's topic in KSP1 Mod Releases
I'm trying to make a leather bomber jacket style suit but it's not showing up. I set it as what the kerbs should be wearing in the menu and configs, but it doesn't show up so I can see how it looks. :-/ -
OH MY GOSH DID YOU PUT A BATTLESHIP SOMEWHERE AT THE BOTTOM OF THE OCEAN FOR US TO FIND Also @Ger_space, thanks so much for your hard work. Don't worry too much about matching the old KSide style if you intend to update everything; AphaAsh admitted himself that a lot of those statics were designed in his modeling infancy.
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I'd love to, but someone else would have to make the exterior and interior models. I am no good at modeling.
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I tried replacing the JSIVariableLabel CrewManual props with JSILabel ones, but the modified text isn't showing up. I don't really understand the formatting at all. What formatting is used?
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@MOARdV, I thought I had changed some configs to use JSILabel instead of JSIVariableLabel in my other install, but it looks like I was wrong. My apologies! Is there any reason to keep using JSIVariableLabel instead of JSILabel besides backwards compatibility?
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There are some basic ones that are included, I think, but they aren't much more than the stock IVAs with a bunch of basic monitors everywhere.
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
theonegalen replied to blowfish's topic in KSP1 Mod Releases
Unfortunately, I have no idea. But I didn't know how RPM worked when I started kitbashing new instruments for my IVAs either. I feel like this would take a while, though. -
@HaydenTheKing, I'm working on IVAs, but so far, mostly for piston engined Golden Age of Flight, and mod-focused. If you search for ASET or RPM on SpaceDock, you'll find some more. @MOARdV, for some reason, some of the props using JSILabel and JSIVariableLabel are throwing text at right angles to where it was intended. This is with props that worked fine in 1.2.2 / previous release. Most recent dev version of ASET Pops and RPM 0.29.0 Beta 1 Also, how do I stop it dumping screenshots of the monitors when I take a screenshot? Is that something I can do on this end?
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
theonegalen replied to blowfish's topic in KSP1 Mod Releases
Mssrs @blowfish and @NathanKell, how difficult would it be for me to write a dll to allow rasterpropmonitor to set and read the RPM, Mixture, and pitch of the AJE propellers? Bearing in mind I have no idea how to do it. -
I know AJE propellers also have prop pitch settings, too, but I don't know if it's available in an API. Too bad we can't assign things like that to joystick axes, it would make using throttle quadrant peripherals in KSP worth it!
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Actual prop vs throttle controls in KSP, I think I'm getting lightheaded!
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I wonder if we could get some kind of firespitterRPM module to give the actual RPM for a tachometer? That excites me, although I am no good at coding.
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@blackheart612 Looking forward to getting my hands on the updated fighter cockpits! On the subject of camera colliders, there's one in the bellcockpit that prevents me from putting anything clickable on the center console. I've worked around it on the current version, though, so if you don't feel like messing with it, that's fine. I'm going to have to add a hover switch to my version of the huey cockpit, I guess. Good excuse to redesign the whole thing. (ohgodno) When you mention the RPM, are you using the Firespitter Tachometer prop to measure that? I haven't played around with the rotorwings yet - btw the update looks great!
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