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Everything posted by theonegalen
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Not to continue to derail the thread, but it turns out that on the general Google page where it says "images", I got rockets. But if I clicked to Google image search, I got anime (but not furry). Who knows.
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
theonegalen replied to pizzaoverhead's topic in KSP1 Mod Releases
YES 5char -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
theonegalen replied to AlphaAsh's topic in KSP1 Mod Releases
@SpannerMonkey(smce), do you know what needs to be done to update the old Mars Yard to current KK?- 872 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
theonegalen replied to JPLRepo's topic in KSP1 Mod Releases
Entirely understandable! Prerelease isn't for playing anyway, it's for bugtesting. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
theonegalen replied to AlphaAsh's topic in KSP1 Mod Releases
I've been looking for that for years! I know all your colliders have to be convex. Otherwise, no idea.- 872 replies
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@Mallikas, if you save the props to the config, then remove the cockpit from the unity scene, then make your changes to the camera position in the config, then save the config file, then "refresh" under "settings" in the part tools box in Unity, then add the cockpit back to the Unity scene and then save the Unity scene, it will update the camera position. You have to go through that every time you change something manually in the configs - or at least that's my experience.
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You know, lgg, if you ever leave KSP, we're going to lose a lot of great mods. Thanks for everything you do.
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I always liked the intern version. Wish it had a smooth canopy, though. All those angles are pretty ugly.
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
theonegalen replied to inigma's topic in KSP1 Mod Releases
Thanks, man! It's good to see you back at work on your contracts, as they are pretty essential for how I play the early game.- 62 replies
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- contract configurator
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Looks great, Eskandare! Very much looking forward to more.
- 108 replies
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Sounds great! I especially look forward to the shipyard, as launching ocean-going vessels from the runway then driving them to the water or moving them with VesselMover are both immersion - breaking for me.
- 108 replies
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Honestly, if anyone wants to play with mods and doesn't have more than 4GB of RAM, the full install of SXT is just about all the parts you need. It can take the place of SpaceY, Airplanes Plus / KAX, Firespitter, and many more with a tiny memory footprint. It's a genius pack, even though I don't use all of it. The only major drawback is that it doesn't have compatibility patches for most of the major Tech Tree mods, mostly because it has so many parts that it's intimidating to consider balancing the existing trees with all the new parts in a robust and modular way. I've done it for Unmanned Before Manned and the Planes parts, but that's all I use of it.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
theonegalen replied to pizzaoverhead's topic in KSP1 Mod Releases
YEEEHAAWWWW!- 779 replies
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I'm also going to point out Airplane Plus and Kerbal Rotor Expansion as two very good mods for GAP compatibility. I've built a techtree expansion for APP, am currently tweaking the APP engines to be a little more accurate / useful to gameplay. I feel that KRX is good as is, so far.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
theonegalen replied to Nertea's topic in KSP1 Mod Releases
Is the general frustration with IVA the props or the modeling? I'm currently making my first IVA (in regards to placing props), and although it is a long process, I actually do enjoy it. I'm no good at modeling, but I would probably be able to add props and ASET stuff to existing IVA models, as long as they're modeled correctly. -
ASET Avionics Pack v 2.1 (for the modders who create IVA)
theonegalen replied to alexustas's topic in KSP1 Mod Development
I wish I knew anything about that stuff. I'd love to put an ADF in the mod I'm building, but I have no idea how to make it work. -
CRIPES Let me know if this yields results faster than my guess-and-check method of creating thrust curves.
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