rottielover
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Everything posted by rottielover
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
rottielover replied to Orionkermin's topic in KSP1 Mod Releases
I don't think landertron is working quite right yet. Even with the dll the pod fires the engine immediately upon launching the vessel from the VAB (landertron issue) I asked over in the landertron thread, guess I should go look for an update. -
Apologize for the thread necro, but after 3 days of googling, I have been unable to locate a working download for the SPACETECH Escape Pod. I've tried to PM the original author multiple times since the old spaceport site was taken offline to no response. If anyone has these files, please PM me. I want them for my own personal use.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
rottielover replied to KospY's topic in KSP1 Mod Releases
Thanks Angel! I'm having the same issue with the default slab that comes with KAS/KIS as well. Maybe it was an oversight with the update and slabs. When I saw your post I tried reproducing it just off the JSC runway and ran into the exact same issue. So I can confirm your reproduction steps. I hope that helps! -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
rottielover replied to KospY's topic in KSP1 Mod Releases
With latest update I can't attach things like the surface mount to the ground anymore. I'm currently testing with the "muncrete slab" from the Pathfinder pack, but I tried with the KIS/KAS surface block also. I have a engineer, and I tried with both a wrench (aka spanner) and the electric drill/screwdriver holding the "x" and I also tried holding the "h" key. The slab just highlights in red once you enter "tool mode" and won't attach the surface of the body your on. Any thoughts? If I just drop the parts on the ground they eventually just blow up. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Development
Decided to try a camping trip to the mun, and I can't attach the muncrete slab to the ground, just highlights red. I have one of the electric screwdrivers equipped. Does it have to be a wrench? Edit, tried a wrench too (aka spanner), no dice. Appears I can't attach the slab to the ground.. I'll go back and read and see if I missed a step maybe ,,, -
[WIN] KSP to DDS texture converter
rottielover replied to Lilleman's topic in KSP1 Tools and Applications
Well for those that want the easy button (like me) this seems to be working fairly well: I ran this tool and set the last pair of settings to 64x64 instead of the default 8x8. That seems to have skipped all the icons and agency flag's etc that caused issues with contracts not working and icons not working. After this tool was done running and before I started KSP I installed Active Texture Management figuring it would pickup any slack I left behind by changing the above setting. Seems to have worked for my needs with only 1 issue: Magic Smoke Texture re-work - all the parts show up as just black, seemingly no textures or the white color somehow got flipped to black. I'm not sure why this happens, but I ended up just excluding the magicsmoke folder all together and let ATM pickup the slack there. Worked fine. -
[WIN] KSP to DDS texture converter
rottielover replied to Lilleman's topic in KSP1 Tools and Applications
So what would happen if you did 64x64 then? Wouldn't that skip the bulk of the agency's yet still convert the bigger textures right? -
My HERO!
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You know, I've run the Tantares packs in the past. I always felt the look and feel of the parts went well together with other mod parts, but I always had trouble when blending those with stock parts. That's why I went with HGR (it's a Soyuz like pack). I have felt for a while his parts and textures look and feel more "kerbalized" and slightly less "realistic" looks to them. Hard to describe and mostly a matter of personal preference. I just wish someone would fix the landertron plugin so that the retro landing rockets would work correctly! Started playing a new career game last night (after having been on hiatus since .90 basically). Pleasantly surprised by all the changes. Once I figured out that scientists can reset experiment packages the sci points rolled in pretty quick. Was able to unlock the first tiers (before paying to upgrade the facility) after a few missions. Back when the contract system was introduced I found them to be tedious and "grindy", but I have to say that now it feels like the game is more intelligently tracking my progress and is offering contracts that peek my interest more. I used to feel like I would get all part tests, now with the tourism, stations, flyby, docking, explore stuff it's very cool. So in a nights worth of play I managed to leave off at a point where I have a small station around kerbin, have done a min flyby and now I just need to do some contracts to build funds to upgrade the RD facility. Can't wait to start mining operations.
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Wow I have been away for a while! That's amazing really. Thanks for the tip. After I didn't get any replys for a couple days I ended up just going with what felt right. Everything above made it along with a few extras like universal storage. I suppose that's a good part of ksp's charm, being able to turn it into just about anything you want it to be.
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Looking for assistance. I fully admit that I am a mod lover. And despite my game rig and using Active Texture Management, I still "mod it till I crash it" I have decided to start a clean install and I want to keep the mod list fairly stock-like. I'm a little burnt out right now on the whole RT and TAC LS and realizim this and that and have decided I want a closer to stock experience. Here is my starting list: Planetary Base Systems (stock-a-like, will allow me nicer looking mining bases). Alternate resource panel Chatterer USI LS (seems to be the most stock like life support) USI MKS/OKS HGR (stock-like "SoyJuice" I just love this mod) KIS/KAS Ship Manifest Stock bug fix modules Mods I'm not sure about: Extra planitary launchpads : Fits well with USI mods, allows base construction, considering part-hider config to force use of USI parts for it SCANsat I love it, but is the overhead worth it? DMagic Orbital Science, again, love this mod, but worth it? Moduler Rocket Systems another love, but maybe the "lite" version? USI Exploration - love the packrat Karbonite - worth it given stock system? Basically the goal is to keep th mod list as short as possible. Thank you in advance!
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So I'm having an issue where the launch clamps "respawn" on the rocket after launch.. I scrolled back and found the solution was to "quick save / quick load". I just wanted to A) confirm that's still the case? and ask if anyone know's why this happens, is it something I could fix on my end?
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Development
Yea, point taken... Give me a few min to go figure out how to make Spoiler tags work, I took a bunch of screenshots of my polar expedition, I think a few are worthy of sharing... - - - Updated - - - Rottie's Southern Polar camping trip: Screenshots aren't in order yet, and I forgot to strut the wings so they bowed up under 4x time accel... but I made it. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
rottielover replied to Angelo Kerman's topic in KSP1 Mod Development
So with EPL installed the modules consume rocket parts to inflate. My question / possible suggestion, if it's possible I think the modules should really give you the first inflate (either without the RP cost or by having enough internal storage of that resource to do the first inflate. As it stands I used the KAS winch and port to get the modules to inflate so that I could come back and connect them up with the tubes later, which is fine if that's what's intended, but seems a bit , "hookay" in a way. Just seems like if you're going to have an inflatable tent in a box, it should come with the poles and stakes in the box. ? I'm still kinda mulling this over in my head myself, so interested in thoughts. -
the only thing I noted is that the solar array's and the solar covers don't "snap to" when you move them over another part (like the trunk) to radially attach them. Other radially attached parts go "forward front" when you mouse them over another part. (I'm not sure how to describe it in good English).
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
rottielover replied to Stavell's topic in KSP1 Mod Releases
even if it does I'm not aware of any servers that are online. -
You know, I remember the day I saw the preview video, my jaw hit the floor... I didn't think that you could do that again, but then I saw these two screenshots.... shut up and take my money! here here here In all seriousness, make sure your donate button is up-to-date for when you release this.
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- renaissance compilation
- visual enhancements
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
rottielover replied to Stavell's topic in KSP1 Mod Releases
Dear KLF family. Is anyone playing on any of the Dark MP servers? What about just IRC? I find it hard to play ksp all alone anymore -
[1.0.X] Kurrikane - A science Probe parts v1.0
rottielover replied to Beluwel's topic in KSP1 Mod Releases
Beluwel fear not, I have a suggestion. So forgive me I haven't done any modding past making a fuel tank from a tutorial in .18 or .19 ... Can you incorporate some of the lines from the stock probe cores cgs's into your part's cfg and turn it into it's own probe core? Wouldn't MRS then automatically pick it up without the need to attach a probe core? Lore wise it makes sense that any probe would need some kind of computer/brain electronics in it. And if you ever wanted to expand the line of these to include more parts I think you'd probably end up wanting to add that ability anyway. Just a thought. -
Under GPL don't you have to at least mention SodiumEyes and show a change log going back to the original work? Just asking.
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- power manager
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This is a neat idea. Suggestion, maybe the mod gui could be made available only in the tracking center. Much like with tracking asteroids? I think you hinted at above, but using the system for being able to track asteroids would be neat as well. Heck you might want to do something around upgrades to the tracking center adjust the costs for researching the bodies (the better your tracking station the less time and cost to research and track bodies)