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KSP2 Release Notes
Everything posted by sharpspoonful
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[1.12.5] Restock - Revamping KSP's art (August 28)
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
You can reverse the control direction on the probes. Generally speaking, the text label on the probe denotes the standard control direction. -
[WIP] Nert's Dev Thread - Current: various updates
sharpspoonful replied to Nertea's topic in KSP1 Mod Development
Hope that this helps and doesnt come off as condescending, I felt showing would be better than explaining. When the rendered line turns green, I got a boost of 2,000,000m to the feedercone. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
sharpspoonful replied to IgorZ's topic in KSP1 Mod Releases
@IgorZ, oh I know. I just would hate to see someone break their game using that to DL other old and decrepit mods. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
sharpspoonful replied to IgorZ's topic in KSP1 Mod Releases
Careful with that. Part-based mods with no dependencies will work so long as they aren't using stock textures, or version specific coding to work. Function-based mods (KJR, IR, Cact-eye) may not work if not compiled for 1.6.X, as they might try and call a function that has changed or has been removed all together. More of a PSA, than being directed at you, @Tonka Crash. Edit, and if you do list 1.4-1.6, ensure you are paying attention to versions. I've seen multiple versions of the same mods. Just be attentive to what you are downloading. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
sharpspoonful replied to sumghai's topic in KSP1 Mod Releases
@sumghai Just as a heads up, Nertea's ReStock resizes the top of the Mk 1-3 Command Pod to be 1.25m, and breaks the clean lines of the docking port, and the SMA umbilical port. Now there's a way to patch ReStock with a MM script to whitelist the parts, I just haven't had the time to figure out how to write one. Not asking you to, just bringing it to your attention. -
[1.12.5] Restock - Revamping KSP's art (August 28)
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
Congrats on a release! Do you see maintaining this becoming a huge slog every update? -
Having never used Kerbal Konstructs before, I saw your mod and figured I'd give it a try. 1) K&K as a base mod really needs instructions on how to bring up menus. Not directed at OP at all but that was annoying to have to figure out. 2) Standard height scaling for the statics. Trying to get stuff to be level was time consuming, and did not match between objects. For instance, some statics required a height of 14.89 or so to be level with the stock KSC. Other pieces needed a height of 24 or so. Consistancy would be a nice if possible. 3) Adding some airfield apron tiles would be awesome. It would allow creating customizable easements taxiways to and from runways and hangars. Edited for clarity and additions. 4) Swappable variants for the roads. The ditches and pipes are a nice touch, but not always wanted or needed. I like the stockalike feel of this package. Outside of the obtuse, unwieldy controls and lack of in-game documentation for K&K itself, you've done an outstanding job reading and mimicking Squad's stylization. I'm looking forward to more of your work.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
If you don't like the wings, make your own.- 2,351 replies
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
sharpspoonful replied to Nils277's topic in KSP1 Mod Releases
What about the new KAS tether cables? They have some give, I'd imagine a handful for pylons and anchors would help to keep a moderately-sized flexibly immobile. The floating point error has always been a pain though, and it is terribly unfortunate that it has always been a major issue with multipart bases. I'm curious as to what it would take to fix. -
Recommended Mod Layout Discussion
sharpspoonful replied to linuxgurugamer's topic in KSP1 Mods Discussions
Why are the proposed layouts any better than dropping mods in their entirity into the GameData folder? Mods are self-contained, and in an easily recognizable and easy to find folder. yes load times are long with 100+ mod lists, but for the average player most of these proposals seem overly complex and time-consuming. That doesn't even begin to touch the havoc caused to 3rd party utilities and sites like Curse, Space Dock and CKAN. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
sharpspoonful replied to sumghai's topic in KSP1 Mod Releases
*Sigh* Sadly, I 100% understand this line of reasoning. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
sharpspoonful replied to sumghai's topic in KSP1 Mod Releases
But why? -
[1.3+] Stockalike Station Parts Expansion [retired]
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
I mean, the ISS doesn't have "beds" either. Just velcro the kerbals to the wall in sleeping bags and call it a day. -
[1.3+] Stockalike Station Parts Expansion [retired]
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
So here's a short album showing off how cool these parts look in space as a craft! -
[1.3+] Stockalike Station Parts Expansion [retired]
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
Hint: 1.25m. -
[1.3+] Stockalike Station Parts Expansion [retired]
sharpspoonful replied to Nertea's topic in KSP1 Mod Releases
Disregard. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
sharpspoonful replied to Pak's topic in KSP1 Mod Releases
Benjee10 had some Jupiter Direct parts, and I'm sure they still work in 1.3...- 2,351 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
sharpspoonful replied to Ven's topic in KSP1 Mod Development
I'm having an issue with the DIRECT LV's SSME and it's config file *concerning VSR*. It was written in reference the original stock model, but when it does so with the VSR mod/pruners it defaults to the size two node and structures, and scales down the KS-25 model for some reason. Now, I'm no .cfg wizard, and I'd be grateful for some help configuring the .cfg file to maintain the size and nodes of the *VSR SSME*. -
And this is pretty much the summation of my thoughts, albeit in a more positive light. But it just doesn't seem to me that 1.2 doesn't is a final stability patch. There are still wheel bugs, and other issues left in some of the key components. And as someone else said in the reddit thread or on here, when modders-turned-Devs have left in the past they've abandoned some pretty key mods as well. Which sucks, because it can indefinitely freezes mods in development limbo permanently. Most of these guys worked on or managed keystone mods like RSS/RO, Animated Decouplers, MM, MechJeb, etc. Clouds already formed on the horizon when HarvesteR left, and the storm is approaching quickly.
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Screenshots Re-Imagined [GROUP THINGY NOW]
sharpspoonful replied to HazelPine's topic in KSP Fan Works
@Pine, looks really good so far! While I agree, the OMS is a bit off (might be too tall/perspective is off maybe?), honestly, I like your drawings because of the "kerbalized" feel they personify. If I wanted to see 100% accuracy, I would have taken more screenshots of it and wouldn't have bothered with this thread. You do a good job of capturing the spirit of KSP and and translating that into your work. Just my 2 cents.- 503 replies
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1. Window Lighting is done through emissive textures. You can find tutorials in the addon development subforum. 2. You can add nodes and keep surfaceAttach active. Food for thought. 3. I have more photos of each item on the ship (helo, skiff, winch set up for the akiffs) incase you'd like more out SPH/VAB shots . 4. Adding the version number of the mod and what version of the game helps cut down on install questions cluttering the thread. Especially as the mod get pushed down the thread list. It's also a good idea to embed the imgur album into the OP.