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Benzschwagel

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Everything posted by Benzschwagel

  1. Here's a thought, might we be able to get permission to work on / edit parts? And if so, can someone do the work of standardizing parts to size and/or creating kethane versions? I could probably try, but I would have to learn everything from scratch, and I'm not artistic...
  2. oh man, I've been busy, sorry to hear that, I hope you get better soon, but thanks for the update
  3. so, this is on the FAQ for the download site: "For how long will my files be here ?" -------------------------------------------------------------------------------- "As long as someone downloads them at least once every 30 days. " Looks like it's been more than 30 days since the last download, it's probably been deleted from the site, anyone got any ideas on how to put it back up? Because I'd really like to get that file. Benz
  4. this might be something that might require goblin enterprises' assistance, since he has helped in the past to design parts to connect parts of different mods together.
  5. the part tools download site seems to have a broken link, won't allow me to download it...
  6. so, what has everyone been using for tools to do their thing with mods?
  7. oh boy, looks like I finally have to get my hands dirty and learn something new, hehe. Oh, you mean since you aren't focused on it, it's simulated in the background, and you'd have to call up the info somehow, and if that's not possible, then you would have to make up the data, which, yes, would be incredibly difficult, you might as well just cheat and make the map filled in auto-magically, which would defeat the purpose of trying to put a MapSat in place. If that's what you mean?
  8. lol, so true, but I liked it anyways (I was young and stupid)
  9. hmm, lots of interesting stuff going on... Snjo, do you have anything that runs on Kethane? I'm trying to build a floating kethane mining barge using THSS and LLL parts with Hooligan's airships and I figured that it might be kind of neat to use some props as RCS. But being a kethane mining vessel, it would be nice to run them on Kethane, than to have to bring fuel with me for it. I suppose that I could use the kethane conversion system, or run some of the fscoolant props, but it would be nice to have the option. Also, about that running a plugin on an inactive part, you think that would be something that would work for the ISA MapSat addon to be able to map simultaneously from multiple mapsat's at the same time? If so, that would be awesome, I'm sure a lot of ppl would love to get their hands on something like that, but I imagine that it would probably suck a lot of system resources, so it would have to be a toggle, or possibly run through something more centralized, like the command complex on kerbin (where you switch between vessels), maybe even a data patch-through using remote tech? Sorry, I guess I'm kind of rambling off topic again, I tend to do that from time to time, but feel free to use my ideas if they help out.
  10. you know what would also be really cool? Kethane versions of the tanks (and possibly a converter, although Lack made one for LLL). I'm trying to make a floating kethane barge for mining and distributing kethane, but I keep having to go from THSS part to Lack Luster Labs kethane tanks and back. Also, it would be real nice to have deuterium tanks as per the Impossible Innovations mod, but that's not as important. I'm not a modder, but I figure that since the models are already made, it would be as simple as making the tanks "kethane green" and then changing the stats of them. But hey, good job on the work that's already been done, and thank you. Benz Edit: I'm not sure if this was discussed earlier, but figured that I'd put it out there.
  11. So, apparently hogdriver is still alive, his profile shows activity about 2 weeks ago... I'm kind of new to KSP, so I don't know what actually happened before the great April event.
  12. so, I just went through all my mods in KSP Mod Admin and reset the directory on all of them and set them to what they were supposed to be, as well as make sure other stuff did not install (like "source" files or change logs and other .txt files). KSP was crashing on loading files before, but it is now working great (so far, at least it finally loaded). I was able to do it VERY quickly and easily using KSPMA. I couldn't find a specific mod that was causing it, but when I looked at the individual files that KSPMA was installing, it was installing "readme.txt" and "changelog.txt" files and "source" folders into the jumbled mess of ksp\gamedata\. It was looking like this: "KSP\GameData\Some_Mod_1.4.0_0.21.1\GameData\Some Mod\Source\C#_file.cs" That's an example of some of the randomness that I was getting. I went through and cleaned it all up so that it now looks like: "KSP\GameData\Some Mod\Part\Structural\Some_Part\model.mu" which is what it is supposed to look like. I understand that the algorithm needs some work, but just thinking of having to do it manually with cut and paste and without KSPMA makes my head hurt. So while it is still a work in progress, it is a very good program indeed. Thank you for your work, Benz
  13. well, I guess we can't really start complaining yet, it has only been 2 weeks since he last signed in to the site. I think this was an awesome idea, too. I'm just wondering if it's going to be too buggy for me to use, and cause constant crashes. can anyone else confirm 0.21.1 compatibility / functionality and / or fixes?
  14. hmm, it looks like it's using the "extract to [File Name\]..." option of the zip file, then using that since it probably doesn't know how to find the folder name needed because they are all different by nature. They also don't all start inside the GameData folder, some have a Ships folder as well.
  15. Hoojiwana, I was wondering if you could put out a release of your stuff with fixes for the .21.1 update. I understand that you are making new stuff and also busy enjoying summer, but I was just hoping that it might just be a couple of quick fixes to get them working well with 0.21.1. Go ahead and take your time, it's cool, I've got stuff going on, too (enjoying summer as well). And keep up the good work, thank you for the mod. Also, do you or anyone else know which ones already work with 0.21.1?
  16. hey man, before you release 1.7.0, can you rename the part folder as "Parts", please? It's really playing havoc on mod managers since it doesn't follow the standard. also, with the current naming scheme of "Part", will it cause issues if I were to rename it as "Parts"?
  17. ialdabaoth, I'd like to make a request that the initial post be updated to confirm current KSP version compatibility as well as other relevant items, such as the new licensing. Please? Thank you.
  18. ok, sounds good By the way, the new version has "process", but it is spelled incorrectly as "procees" Also, you might want to make that area a little bigger, the "selected mods" button is overlapping the "override existing files" text, and you might want to change "override" to "overwrite" since that is more often used when talking about copying files over other files. When you right-click in the mod list, the word "collapse" in "collapse all mod nodes" is spelled incorrectly as "collaps" Just little fixes here and there for this post.
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