-
Posts
355 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by a__gun
-
So sorry what actually is this - the KW models and textures made to use the procedural fairings functionality? Or is it just textures that fit with KW or what..?
-
Any chance this could be implemented into the SPH too? Also, could you make it so the window is hidden until the toolbar button is clicked?
- 165 replies
-
Just made a MM patch to integrate this with TAC-LS All parts will contain life support resources scaled to their size and the fact that they are not just storage containers (I.E. they arn't choc full) @PART[centrifuge1] { MODULE { name = LifeSupportModule } } @PART[inflato1] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 } } @PART[inflato2] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } } @PART[inflatoFlat] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } } @PART[orbitalorb] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } }
-
[0.21.1] Flag Decals and Flagpole [New File Structure]
a__gun replied to StarVision's topic in KSP1 Mod Releases
Just made a ModuleManager patch to allow this. Install ModuleManager (Place the .dll file in the gamedata folder) then make a .cfg file containing the following: @PART[*]:HAS[@MODULE[FlagDecal]] { TechRequired = basicRocketry } This will unlock all parts with Basic Rocketry -
[0.20] AmpYear Power Manager + Ion RCS v0.11
a__gun replied to SodiumEyes's topic in KSP1 Mod Releases
OMG Ion RCS? Also reserve power and a centralised panel for turning things on/off sounds cool -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
a__gun replied to TaranisElsu's topic in KSP1 Mod Releases
Cannibalism? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
a__gun replied to ferram4's topic in KSP1 Mod Releases
Awesome, but also seems to need one part from the spherical tank pack. Some structural part I think.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Enneract Space Industries ~ MM Compatibility Patches and Tweaks
a__gun replied to enneract's topic in KSP1 Mod Releases
Yea as the post above says your MechJeb patch is wrong. You only need to add the MechJebCore module, the MechJebPod module handles the animation on the MechJeb pod (Similarly the MechJebAR02 module handles the animation on that part). -
No problem happy to help Idea for the future - ability to quickly switch between different user-definable presets (With action groups perhaps..?) Also (Don't know if you have implemented this yet or not) it would be great to set the torque before leaving the SPH/VAB. Looking forward to seeing how this progresses
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
a__gun replied to Starwaster's topic in KSP1 Mod Releases
Had any luck with this? I looked at the config for the inflateable heatshield and found this: MODULE { name = ModuleHeatShield animationName = heatshield animationCurve { key = 0 0.1 0 0 key = 0.8 0.2 0 0 key = 1 1 0 0 } direction = 0, -1, 0 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle } A curve within the heatshield module itself - going to try it on the 2.5 shielded when I get the chance.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
a__gun replied to snarfevs's topic in KSP1 Mod Development
If these are models they look amazing. If they are just concept art they're still looking pretty cool -
Good job on the update - nice to see you didn't just copy and paste
- 165 replies
-
Awesome Waiting for so many of your add ons to be realsed nothke!
-
Now-defunct-thread-that-should-not-appear-in-google-search.
a__gun replied to Cilph's topic in KSP1 Mod Releases
Do you mean issues as in bugs or user error..?