-
Posts
1,764 -
Joined
-
Last visited
Everything posted by theonegalen
-
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
theonegalen will remember this. :p Please go ahead and contribute whatever patches you can. As I haven't heard from @SpinkAkron in a while, and as a previous co-developer of the mod, I think I'm going to officially adopt it if Spink doesn't come back soon. I've tried a couple of different trees since 1.10 came out, but I find myself chafing against some choices made in those trees. My playstyle just doesn't match, and I miss this. I'm busy getting ready for the start of school right now, but I will be working on testing an updated UKS-Continued when I find time to do so. -
Plugging away at my new 10.1 career on my new computer. For the first time in about five years, I'm able to run Scatterer and AVP, so even when I don't quite make it to orbit, things are still gorgeous! The stock terrain overhaul is quite nice too! https://imgur.com/a/CNUqe9p
-
[1.7.x] Comfortable Landing Continued [V1.6.1]
theonegalen replied to flywlyx's topic in KSP1 Mod Releases
//Adds Comfortable Landing stuff to ReStock Pods @PART[mk1pod_v2]:AFTER[ReStock] { MODEL { model = ComfortableLanding/Models/Mk1/AirBagMk1 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 position = 0.0, 0.0, -0.11 } MODULE { name = ModuleAnimateGeneric animationName = CL_Mk1 startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_AirBag inflateAltitude = 500.0 crashToleranceAfterInflated = 45.0 DeflateTransformName = DeflateTransform deflateScale = 1.0, 1.0, 1.0 InflateTransformName = InflateTransform inflateScale = 0.01, 0.01, 0.01 inflateSoundPath = ComfortableLanding/Sounds/Inflate_A volume = 1.0 deflateSoundPath = ComfortableLanding/Sounds/Touchdown volume2 = 1.0 damageAfterSplashed = true buoyancyAfterInflated = 1.5 COBAfterInflated = 0.0, 0.0, 0.0 //animName = CL_Mk1 //animLayer = 0 } } @PART[mk1-3pod]:AFTER[ReStock] { MODEL { model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 position = 0.0, 0.0, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = CL_Mk1-2 startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle restrictedNode = bottom eventAvailableEditor = true eventAvailableFlight = false eventAvailableEVA = true } MODULE { name = CL_ControlTool } MODULE { name = CL_Buoy buoyancyAfterInflated = 1.2 COBAfterInflated = 0.0, 0.8, 0.0 playSoundPath = ComfortableLanding/Sounds/Inflate_B volume = 1.0 //animName = CL_Mk1-2 //animLayer = 0 } } copy and paste that into a .cfg file in your GameData directory. Disclaimer: I haven't used this since 1.6.x since that was the last time I was regularly playing KSP with Restock. I'm now on 1.10.1, so I don't have restock installed. If they've moved the models around since then, it might look weird. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theonegalen replied to theJesuit's topic in KSP1 Mod Releases
It's true we didn't take the Blackbird into space. Perhaps you could move the Mk2 parts earlier in the tree, but nerf them in some way that prevents them from being used as a spaceplane? Then use a later tech node to upgrade them back to stock performance? Then, of course, what would have stopped some kind of mad Kerbal genius from strapping a LF/O powered Blackbird variant to a shuttle stack if they wanted to? I feel like it should at least be an option. And I feel like there really do have to be allowances for gameplay - there doesn't seem to be much of a point in achieving Mk2 spaceplanes after Mk3 spaceplanes besides style. I'd like to have that as well. Oh, also, I was wondering why the 0.625m heat shield is way back in advanced construction while the larger 0.25m heat shield is in engineering 101. -
I think Squad might have changed something in KSP powered wheel code. In 1.10.1, the wheels use a lot more electricity and i can't get them to go faster than 0.8 m/s.
-
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
Oof, yeah. Mega-mods like BDB or the Near Future suite or Interstellar are absolute pains to integrate into modded trees. Easier when you're using one based on Stock and CTT, but I can't imagine the pain of doing it for a complete tree rework like Engineering Tech Tree. -
[1.12.5] Restock - Revamping KSP's art (August 28)
theonegalen replied to Nertea's topic in KSP1 Mod Releases
I never used to care how my rockets looked until I installed Restock last year. Now, having to play without it burns my eyes. Thanks for all your work, Restock team. -
[1.8.x, 1.9.x, 1.10.x] Jet Sounds Updated
theonegalen replied to linuxgurugamer's topic in KSP1 Mod Releases
@JadeOfMaar and @linuxgurugamer Not sure which one of your mods would have caused this, but with both JSU and PP installed and no Restock, the plume for the Rapier fires straight down out of the engine in closed-cycle mode. It looks pretty funny. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
theonegalen replied to SpinkAkron's topic in KSP1 Mod Releases
@gamerscircle @Amgrod The only problem with tech tree mods as Squad updates the game is when they introduce a remade part that has a different partname than the original. For example, when the Mk1 Pod was remade, the new partname was "mk1pod_v2". Instead of showing up in "Early Command Modules" node, the remake was back in the Start node, since the tech tree cfgs only pointed to mk1pod, not mk1pod_v2. Easy enough to fix when one is on the ball (which I haven't been for about a year). -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theonegalen replied to theJesuit's topic in KSP1 Mod Releases
Ok, so just off the bat, the lack of batteries in the Start node of the TETRIX tree really limits one's options. The only useful science I can get is through probes sitting on the launchpad and runway, as well as from the Worlds First Milestones for breaking altitude and distance records. I was able to just barely get 15 science points to open up one of the tier 1 nodes. -
[1.12.x] AFBW Revived (Joystick & controller mod)
theonegalen replied to linuxgurugamer's topic in KSP1 Mod Releases
Until just now, I've always used the Thrustmaster Hotas-X. It is excellent, but doesn't have the advanced config options more expensive joystick / HOTAS setups have. -
[1.9.x] CollisionFX- ReUpdated -1.1.0 (29th/May/2020)
theonegalen replied to VoidCosmos's topic in KSP1 Mod Releases
How did it go? -
AJE Extended Configs v2.0.4 - KSP version 1.8+
theonegalen replied to Citizen247's topic in KSP1 Mod Releases
Thanks for the update! -
[1.8.1] Hangar Grid: Zero deviation [v0.4.0.181] (2019 Nov, 18)
theonegalen replied to Ser's topic in KSP1 Mod Releases
About to try this on 1.10.1. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
About to test this in 1.10.1. Will report back. -
There's also this:
-
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
theonegalen replied to nightingale's topic in KSP1 Mod Releases
That would be amazing! This was always one of my old favorite contract packs.- 502 replies
-
- 3
-
-
- contract pack
- contract configurator
-
(and 1 more)
Tagged with:
-
[WIP][1.8.1] Epic Space Program - Beta 0.5
theonegalen replied to General Apocalypse's topic in KSP1 Mod Development
I'm trying a new save in science mode, and thinking of using this as the contract pack. Going to test it with the Tetrix tech tree by @theJesuit. -
[1.12.5] TechTrees: QUARTIX 3.10, TETRIX 2.26, SIMPLEX 1.36
theonegalen replied to theJesuit's topic in KSP1 Mod Releases
Going to try this in a Near Future focused install on my new computer! I finally have enough RAM, CPU, and GPU to install all the part mods I want! (Until I want more) EDIT: @theJesuit, what contract pack do you usually use or recommend with this tree?