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KSP2 Release Notes
Everything posted by a__gun
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
a__gun replied to TaranisElsu's topic in KSP1 Mod Releases
^^I second this thought^^ -
[0.25] Hot Beverage Inc - Scalding Hot Parts (10/10 - New shipment!)
a__gun replied to Ph34rb0t's topic in KSP1 Mod Releases
Hi there, pretty much just need two lines: TechRequired = electrics entryCost = 800 TechRequired should be pretty obvious - best idea is probably look at the cfg for a part you think should be a similar tech level and use whatever it says in that one. entryCost isn't currently used, but defines the cost of unlocking the part. -
You could add liquid fuel and oxidizer as you like and remove the 'FSanimateGeneric' module. This would essentially make it into a fuel tank by removing the open/close door functionality.
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
a__gun replied to SirJulio's topic in KSP1 Mod Releases
No problemo - you could set the context editing as a option perhaps? -
I can never remember which is which! Your best bet is to change a value, load the game, see where it is, change the file, reload from the dev menu and repeat until its in the right place
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
a__gun replied to nothke's topic in KSP1 Mod Releases
I made a full set of tubes (including 3.75m) you can get here (still needs the original mod to work) -
In the .cfg file there will be something similar to this: node_stack_top = 0.0, 0.374, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.374, 0.0, 0.0, 1.0, 0.0, 1 the first three numbers are the x,y,z co-ordinates of the node and the next few numbers are the direction it attaches in. The final number is the size of the node (0,1 or 2).
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
a__gun replied to TaranisElsu's topic in KSP1 Mod Releases
Your right and it is this mod! -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
a__gun replied to nothke's topic in KSP1 Mod Releases
Hey I had good resources to start from Really its just intended to tide me over until FLEXracks gets a release -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
a__gun replied to Fractal_UK's topic in KSP1 Mod Releases
Looks promising - did you have anything in particular in mind or is it just something techy looking? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
a__gun replied to TaranisElsu's topic in KSP1 Mod Releases
Erm....I don't remember to be honest. I don't remember having any issues though, I progressed through the tree at about the speed I normally would. Just make sure you unlock science parts first, and hit as many biomes with them as you can. You can always take multiple empty pods to act as batteries (or loads of fuel + a charge generating engine) -
[0.23] Stockalike parts for useful esthetics
a__gun replied to TurboNisu's topic in KSP1 Mod Releases
Just sent you a pm with a link to a set of revised descriptions. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
a__gun replied to Fractal_UK's topic in KSP1 Mod Releases
If anyone is interested I've made a MM patch for the ISRU to make it a bit easier to attach. It makes the bottom node usable and adds a small top node. The side node can have things connected to it, but can't connect to other things (like the stock station hub). To make that less of an issue though, I have enabled surface attachement at that point. Download at DropBox here Images, because reasons: -
[0.23] Stockalike parts for useful esthetics
a__gun replied to TurboNisu's topic in KSP1 Mod Releases
Well you've done a very good job mostly - I cleaned up the spelling/grammar in the part descriptions for my own use but I can publish them if you'd like (Or let you know what needs changing). I can proof-read stuff for you too if you like -
[0.21.1] Flag Decals and Flagpole [New File Structure]
a__gun replied to StarVision's topic in KSP1 Mod Releases
And I was unaware this mod existed until hrhtml99 posted! Good luck with RL and I look forward to the update -
[0.23] Stockalike parts for useful esthetics
a__gun replied to TurboNisu's topic in KSP1 Mod Releases
Wow perfect stock-alike. Just a few comments: The T shape girder piece doesn't conform to the height of the stock ones as you can see here: It would be great to get a version of the TP-250 (The 2.5m to 0.625m half sphere tank) which has a 1.25m top. Keep up the good work -
[WIP] KerbalSocial - just an idea at this stage
a__gun replied to codepoet's topic in KSP1 Mod Development
You just cant stay focused can ya Personally I agree on number 1 - no point in a 'add this part to win' system. I like both 2 and 3, and think a combination of the two would be the way to go. For me, number 4 is just starting to get a bit more complex than anything kerbal ever should. I'm imagining (using CLS) the size of a kerbal's living space, the time spent within it, the other kerbals (and their sanity and stock attributes) within the living space and the distance from Kerbin all being the main factors. Other things should also impact in a more minor way, such as gaining science, landing on a body, spacewalks and amount of resources left (this could both tie into life support mods and also try to roughly gauge chance of safe return home - when running out of fuel Kerbals should start to panic!). -
Add-on communication to website outside the game?
a__gun replied to Palamedes's topic in KSP1 Mod Development
I would assume the source code for Telemachus has want you want -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
a__gun replied to Porkjet's topic in KSP1 Mod Development
This is truly fantastic, but is it just me or do the textures look a little stretched compared to your teaser image?