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Everything posted by theonegalen
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Awesome news!
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Does anyone know of any good tutorials on how to add props to an IVA? I'd like to take a crack at the Mk2 cockpit - it's basic RPM config is really cool, but I'd like to give it some of the ASET shine. I know it's a long process, but I'd like to at least learn how to do it. In the meanwhile, I'm trying to replace all the basic RPM MFD's with the ASET MFD. So I came up with a module manager .cfg, but it doesn't seem to be working. All I get is the standard RPM IVA's. Can anyone point out what I'm doing wrong? //Replaces basic RPM MFD with the ALCOR MFD @INTERNAL[*]:HAS[@PROP[RasterPropMonitorBasicMFD]]:NEEDS[ASET]:AFTER[RasterPropMonitor] { @PROP[RasterPropMonitorBasicMFD] { name = ALCORMFD40x20 } }
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So I just installed and tested the new version. Now the Mk1 Inline Cockpit has no IVA at all; I think there may be something wrong with the .cfg file. Just to confirm, you don't intend on replacing the new Mk1 Cockpit IVA at all, correct? I understand that would require starting over from scratch on that IVA. Thanks for all your hard work.
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Wait, so are these the same IVAs as before? Those IVAs don't fit with the updated Mk1 spaceplane parts from 1.0.5. :-/
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I wait upon it with bated breath. Can't wait for new IVAs for the new versions of the Mk1 spaceplane parts!
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JebediahKerman42's Procedural Part Textures!
theonegalen replied to Freedom's topic in KSP1 Mod Releases
Hey, now that KerbalStuff is no more, any way we could get this onto Spacedock.info? -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
theonegalen replied to Athlonic's topic in KSP1 Mod Releases
I don't see any instructions to how to add custom chat sets. :-/- 751 replies
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Well, one of the ideas I had was to spawn the rescue contracts only near bases / ships you already have nearby. For example, if you have a Kerbaled exploration vehicle in the Joolian system, it could spawn a Kerbal from [insert contract-giver's company here] in orbit around Tylo, in a wrecked ship if possible, sometimes with debris around them (if possible). Rescue contracts then become about diverting resources from a current mission or putting a current mission in jeopardy in order to save another Kerbal's life. Or maybe the drive system on the stranded Kerbal's ship has exploded on the way to Jool, so it spawns them in a hyperbolic or parabolic trajectory - sure, they have plenty of life support to last them a year or so, but if you don't intercept them, they'll grab a gravity assist from Jool and get kicked out into some crazy orbit around Kerbol, making the rescue much harder. Another similar mission I was thinking of was something along the lines of "Uh-oh, the retrorockets on [Kerbodyne's] new pod failed to engage, or they've detected a crack in a heat shield and are now stranded in orbit, go get them." Finally, missions along the lines of "[Probodobodyne] has lost contact with their outpost or probe on/around Minmus, go see what's up." And it could be anything from needing a new transmitter dish to full evacuation. But that's mostly just dreams. I actually got the idea from @inigma's GAP Coast Guard rescue contracts, but the general concept was to expand the rescue system from just being another way to recruit Kerbals without having to pay in the Astronaut Complex to what rescues are like in (good) science-fiction movies and novels - The Martian, Apollo 13, the UAC mission to Hadley's Hope, Star Trek episodes, that sort of thing. Mostly they turn out to be horror stories, but not so in our game. :-P
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
theonegalen replied to martinezfg11's topic in KSP1 Mod Releases
The ASET Avionics (oldstyle gauges) pack is one of my absolute favorite things in KSP. It's a shame more internals don't use them. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
theonegalen replied to stupid_chris's topic in KSP1 Mod Releases
Wait, is this working and in RealChute currently? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
theonegalen replied to KospY's topic in KSP1 Mod Releases
Any luck getting that cfg? Would love to have a workable crew escape system. -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
theonegalen replied to magico13's topic in KSP1 Mod Development
Continuing to play with BROKE, it seems the most difficult part is going to be balancing contract rewards, government funding, and salaries. -
My goodness, this was amazing. Too bad the rest of the suit textures weren't ever finished! Thanks so much for the Kerbal heads, though Scart, I'll be using these!
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
theonegalen replied to Porkjet's topic in KSP1 Mod Releases
@gilflo What @Stone Blue said. I have a subfolder in my KSP Gamedata folder called "Galen" where I put all my cfg edits, custom flags, etc. You might want to do something similar in your install. Make sure you've downloaded the latest version of modulemanager to install to the GameData directory. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
theonegalen replied to Porkjet's topic in KSP1 Mod Releases
Threw together a quick MM cfg to add core heat to the Candle, and add a few other 1.0.5 features to the rest of the engines. Mostly took numbers from the Nerv and the PB-NUK. Seems to work. Can run the lightbulb with the included 2.5m radiators all around as in the picture on the original post almost to the end of an orange tank on the launchpad. Will run indefinately at 80% thrust. I'd like to add a core heatingmodule to the lightbulb, but I'm not sure how to make it accurate. Use this at your own risk. I've only tested these on the launchpad so let me know how they do in space. //Atomic Age MM Config for 1.0.5 //by theonegalen, v. 0.1, 19 jan 2016 //LANTERN Engine @PART[nuclearEngineLANTR]:NEEDS[AtomicAge] { %skinInternalConductionMult = 4.0 %radiatorMax = 0.35 } //CCGC-7 Nuclear Lightbulb @PART[nuclearEngineLightbulb]:NEEDS[AtomicAge] { %skinInternalConductionMult = 4.0 %radiatorMax = 0.35 %emissiveConstant = 0.85 %maxTemp = 3500 maxSkinTemp = 2200 } //"Torch" Nuclear Turbojet @PART[nuclearEngineLightbulb]:NEEDS[AtomicAge] { %skinInternalConductionMult = 4.0 } //"Candle" Radioisotope Rocket @PART[nuclearEngineKANDL]:NEEDS[AtomicAge] { %skinInternalConductionMult = 4.0 %radiatorMax = 1.5 MODULE { name = ModuleCoreHeat CoreTempGoal = 350 //Internal temp goal - we don't transfer till we hit this point CoreToPartRatio = 0.1 //Scale back cooling if the part is this % of core temp CoreTempGoalAdjustment = 0 //Dynamic goal adjustment CoreEnergyMultiplier = 0.01 //What percentage of our core energy do we transfer to the part HeatRadiantMultiplier = 0.01 //If the core is hotter, how much heat radiates? CoolingRadiantMultiplier = 0 //If the core is colder, how much radiates? HeatTransferMultiplier = 0 //If the part is hotter, how much heat transfers in? CoolantTransferMultiplier = 0 //If the part is colder, how much of our energy can we transfer? radiatorCoolingFactor = 0 //How much energy we pull from core with an active radiator? >= 1 radiatorHeatingFactor = 0 //How much energy we push to the active radiator MaxCalculationWarp = 1000 //Based on how dramatic the changes are, this is the max rate of change CoreShutdownTemp = 10000 //At what core temperature do we shut down all generators on this part? MaxCoolant = 0 //Maximum amount of radiator capacity we can consume - 2500 = 1 small PassiveEnergy { key = 0 25000 key = 200 10000 key = 250 50 key = 300 25 key = 350 0 } } } -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
theonegalen replied to rbray89's topic in KSP1 Mod Releases
Awesome, thanks. -
Yemo made a RT patch for Kerbin ground stations in his SETI tech tree mod. The patch is downloadable separate from the tree.
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
theonegalen replied to rbray89's topic in KSP1 Mod Releases
So if this is based off of Thomas P.'s work on Kopernicus, is this mod still helpful if I'm running Kopernicus? -
Is the 0.2.0 version backwards compatible with 0.1.0 saves? I guess I'm about to find out.
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[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
theonegalen replied to magico13's topic in KSP1 Mod Development
It appears to be working in my game as well. -
[Stock] The Nausicaa Replica pack
theonegalen replied to Red Dwarf's topic in KSP1 The Spacecraft Exchange
I saw your signature and had to drop by! Nausicaa (and other Ghibli fare) is a favorite of mine and I'm excited that these work in current KSP! I always wondered how some of Miyazaki's crazier designs would work, so it's really cool to see these. I'd really like to make some of the craft from Porco Rosso, which is a particular favorite of mine, and plan to do so once I unlock more parts in my career save. -
[WIP] Contractpack: Dawn of the Space Age (aka: KSP Campaign)
theonegalen replied to KSP_Jack's topic in KSP1 Mod Development
This looks pretty great. I need to clear hard drive space so I can have another KSP install with this campaign installed!