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KSP2 Release Notes
Everything posted by Vorg
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
Found out my freezing was [x] science mod. On another note, In the game I started, I unlocked the Fulcrum engine and it seems a bit unbalanced. It has the vectoring of the T45, the lower mass of the T30, and more thrust than even the KW wildcat. Maybe the mod needs a balancing pass. -
I had the teeth working on male kerbals after Val was added. It used a tiny part of the white area. Also had the throat added and I had normals maps, though the stuff I did for the face/hair still needs work. Here is a base texture and normal map: https://www.dropbox.com/s/rg0clqaxpq2mdef/KerbalHead.zip?dl=0. Put them in ..\TextureReplacer\Default and put head textures in the head folder. What ever head texture it uses for male kerbals, it used the normal map for default as well as the mouth textures. Mouth textures seem totally broke now. I posted about it in this thread some time back. This is the Gimp file with the texture parts I was using: https://www.dropbox.com/s/rg0clqaxpq2mdef/KerbalHead.zip?dl=0. It is layers that I would turn on/off to get different heads. It uses the stock head textures with modifications so you can for example select different hair color. I was going to add more hair options. Then decided to wait for gimp 2.10 which they have been talking about for years, but doesn't seem like it will ever come :(.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Vorg replied to ObiVanDamme's topic in KSP1 Mod Releases
So OSE is working in 1.3? -
I started working on a head pack, even was able to give them teeth. But then TR broke and when it was "fixed", the teeth still didn't show up correctly.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vorg replied to Nils277's topic in KSP1 Mod Releases
Yea, saw that in the log after I posted it. Looked at the log several times including looking for paths, but didn't see it until it was here. Somewhere along the line, a copy got put in the EVE folder. Maybe when I was checking for mods that crashed in 1.3. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vorg replied to Nils277's topic in KSP1 Mod Releases
I thought AVC just checked the version file which is why I looked there. Here are clips from AVC's log for this mod: But that all seems to be about where to find updates. edit: wait a minute - "GameData\EnvironmentalVisualEnhancements\PlanetaryBaseInc\" Found it. A copy must have ended up in the wrong place.... -
There is a program called UnityAssetsExplorer that will let you extract the textures.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Vorg replied to Angelo Kerman's topic in KSP1 Mod Releases
What did you mean by very spam in ksp? I've been going through updating for 1.3 and decided to add this mod along with couple others. Some mods I've not added back yet because of not being updated. I have about 65 right now according to AVC and tried to start a new game to see how it was running. I find I get a lot of micro-freezing particularly when running science stuff. Haven't tried it yet without this mod. Might be some other mod didn't get fully fixed or now doesn't like something else. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Vorg replied to Nils277's topic in KSP1 Mod Releases
AVC is reporting 1.4.3 as 1.4.2 and then saying there is a newer release, 1.4.3. The version file looks correct to me: { "NAME": "Kerbal Planetary Base Systems", "URL":"https://github.com/Nils277/KerbalPlanetaryBaseSystems/blob/master/FOR_RELEASE/GameData/PlanetaryBaseInc/PlanetaryBaseInc.version", "DOWNLOAD":"https://github.com/Nils277/KerbalPlanetaryBaseSystems/releases", "GITHUB":{ "USERNAME":"Nils277", "REPOSITORY":"KerbalPlanetaryBaseSystems", "ALLOW_PRE_RELEASE":false }, "VERSION": { "MAJOR": 1, "MINOR": 4, "PATCH": 3 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 3, "PATCH": 0 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 3, "PATCH": 0 } } -
I think the best order to look at these options is: 1) AVC: It checks the download for new updates when you run the game. So if the mod supports AVC, You find out as soon as they put it up. You get a list of mods that have newer versions in game with a drop down box that gives you a link to the download. You can start the downloads for all the mods it found before the game even finishes loading. But in the case of a new KSP version, sometimes, KSP might crash from an outdated mod before you get the mod update list. 2) Spacedock: a number of mods are put on github before getting to spacedock if they go to spacedock at all. So while you have emails waiting shortly after the new mod is uploaded, Spacedock covers fewer of the mods and won't cover interm dev mods. 3)ckan: The idea of ckan is great. But in reality, it tends to fall on it's face. It is the biggest source of headaches for devs, because any problem with ckan tends to go back to the devs first when the ckan people should be contacted first. It also falls apart when KSP gets an update. Mods that depend on other mods also cause it problems. If you just have a few mods you like, it may be ok if you keep it's weaknesses in mind. But if you have a lot of mods, learn to unpack the zips and update the mods folder (..\Kerbal Space Program\GameData) yourself. You''ll be up and running faster with fewer problems
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Will it be possible to make it look like a fairing to KSP? Right now the fairings are treated as decouplers. So for example, if you set mechjeb to auto deploy fairings, it won't.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Vorg replied to Nils277's topic in KSP1 Mod Releases
Supercalifragilisticexpialidocious -
While I'm not fond of the bloat of having a bunch of copies of the mini-version stuck in every mod folder (eats into disk space which in turn eats into space/bandwidth needed for backups, etc.), I do like having the the mod. It is a much better answer to the hassle of keeping a lot of mods updated then ckan. I like the idea behind ckan, but it falls flat on it's face. Steam is much a much better system for keeping mods updated, but requires both game and mod be designed to work with it. Then again, if something like ckan was built into the core game and modding functonality was designed around it, then it might work better too. I liked Debian's apt-get system at first, but trying to use it with a slim VDR install turned into a mess because you need part of a program to make something work, but debain says, oh, that program then needs all this to fully work when you don't need it to fully work. Then all those sub programs needed more and so on. And what should have been a simple bit of extra code for some function, turns into a massive extra install.
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Thread subject still says KSP1.2.1.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Vorg replied to sirkut's topic in KSP1 Mod Releases
Not true. It has been patched for 1.2.2. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Vorg replied to TriggerAu's topic in KSP1 Mod Releases
There are a lot more wip crackers on the mod side. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Vorg replied to IgorZ's topic in KSP1 Mod Releases
nvm -
hmm, I ment to post in the MKS thread. Got the wrong one.
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This might be a KSP bug as it's been seen before in the past, but I made a salvager ship using the flat 2 seat 2.5m command pod. I put an engineer in it and the second tech probe core to keep it stable when kerbal is EVA. Also have the mechjeb LCD part on it. When the kerbal goes eva, the ship starts tumbling and moving back as if it had been hit. Nether the probe core or MJ is able to hold it stable. Turning on RCS, all the thrusters start firing and it just seems to make it worse. I don't know if this is a bug with this pod or it would do the same with another pod. I know that some time back when you tried do a rescue mission, when the kerbal EVA'd the pod would start spinning faster and faster. But that seemed to have been fixed awhile back. Maybe it's a bug in MKS that is also related to MKS/sounding rockets/etc., chutes acting as pushers making craft act is if coming down in a strong wind, only you can turn the craft and change the direction the craft goes. This happens with the derp escap baloon and the sounding rocket chutes as well as the radial mounted USI chutes.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Vorg replied to RoverDude's topic in KSP1 Mod Releases
Don't forget what made the hindenburg fly -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Vorg replied to RoverDude's topic in KSP1 Mod Releases
I don't have the game up right now to give the numbers, but go into the VAB or SPH and look at the % for recycling and number of crew effected for the science lab. It's only at 50% I think, but the wiki stuff says it's something like 70%. It also only effects 4, not 5 kerbals. There was another part that was off also, but I don't recall which one right now. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Vorg replied to RoverDude's topic in KSP1 Mod Releases
About that in game wikipeda, some of the stats for converters are wrong. It list the lab higher then it is and there were some other errors. I went looking for the thread for the pedia but didn't see it. Maybe scrolled down a few pages.