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Everything posted by theonegalen
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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
@CobaltWolf I can't find the updated download on the Github. How do I get that? -
[1.1.3] Mk1 Cockpit RPM Internals - Now with ASET!
theonegalen replied to fast_de_la_speed's topic in KSP1 Mod Releases
Alexustas is in active development of ASET on github, afaik. -
Looking forward to this.
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[1.12.x] Heat Control - More radiators! (August 18, 2024)
theonegalen replied to Nertea's topic in KSP1 Mod Releases
I've been trying to figure out how to simulate water cooled internal combustion engines using parts from Airplane Plus and cfg-bashed old stock parts. Getting the heat from the engine to the radiator without heating everything in between them was the annoying part. The heat exchangers sound like they might be the key to opening that door. -
(necro) For future reference, if anyone else happens to stumble across the same issue, it turned out to be a problem with the attachrules. The ones I had before prevented it from being clipped, and so whenever it loaded, it sprang away from the clipped 0.625m tail pieces. Proper attachrules to allow it are: attachRules = 1,1,1,1,0
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I don't know if Fengist is interested, but I sure as heck am! Also, I was never able to get custom icons to work in my own additions to the CTT. I am also a crap graphic designer, though.
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Beautiful, beautiful, beautiful job @blackheart612! Very encouraging to see the great work you're putting out! Before I kind of burnt out on KSP due to the kerfluffle of so many devs leaving and other IRL things back in September, I was working on a mod I called Warbirds!, which rebalanced APP 5.0, KAX, and SXT to work together and placed them in logical order in Yemo's UnmannedBeforeManned techtree (or stock techtree, depending on how it was installed). I also made custom versions of a bunch of ASET props and created an American-WW2 style cockpit, chiefly based on the P-51C. I plan to resume this and do more. Would you mind if I took a crack at making RPM / ASET versions of your APP cockpits? This is what my previous work looks like (it's actually been improved a little bit now - this was back in 1.1.3):
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I am amazed at all the things that have come out since I stopped playing KSP / following KSP modding. When I get bored with Cities: Skylines, I'm going to have a lot of great KSP things to do, including this mod!
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
YES! Oh man, when I get back to KSP there will be so much to do!!! (I am very excited) -
Which anime have you been watching? I've finally started One Punch Man.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
Hmm, I only checked on a single save, not with craft file sharing through multiple saves. That might be a problem.- 2,515 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
theonegalen replied to Angelo Kerman's topic in KSP1 Mod Releases
sweet- 3,523 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
DUDE(ette?) It's everything I wanted out of BROKE in a single easy package! Fantastic. -
That's understandable. I have done some of my own art for propeller tech nodes, but I could never figure out how to get them to work in game.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
Yemo, what did you think of the additional early tier engines included in Porkjet's pack? There's an LV-303 (early upper stage) and an LV-T15 (early gimballing lift engine) in basic rocketry if you use the pack, plus upgrade nodes to improve both thrust and efficiency further down the tree. According to the devs, all the stock commnet features are intended to be easily moddable to produce a wide range of difficulty options. NathanKell said in recent Squadcasts that it's relatively easy to set up the commnet to provide RT-style gameplay, even with signal delay, though without the flight computer, which is one of the reasons signal delay isn't present in the base game. All the different ranges should be easily modifiable as well. Unless I misheard what he was saying.- 2,515 replies
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Thanks! Great suits. Don't suppose you're considering continuing? These were easily the most professional looking suit textures in the TR thread. Teach me to post before reading the rest of the thread.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
theonegalen replied to Yemo's topic in KSP1 Mod Releases
When you look at the 1.2 prerelease, make sure to grab Porkjet's 1.25m parts from this thread, too.- 2,515 replies
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That is gorgeous! What are you using for Minmus textures, etc?
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[1.3.1] Prakasa Aeroworks Pods and More
theonegalen replied to Balto-the-Wolf-Dog's topic in KSP1 Mod Releases
Gorgeous!- 98 replies
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Nice! Would it be possible to get some art for propellerEngines nodes I mod in? Currently I just use the radioactive trefoil, which is somewhat less than exciting.
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Could you make the textures tweakable with Firespitter, perhaps? I don't fancy all my ships being grey.
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I await VerySoon (TM) with bated breath.