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dtobi
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Everything posted by dtobi
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Nope. That's not normal. Did you install the latest update and the base package? - - - Updated - - - I'm currently on holiday. I'll check whey come back next week. - - - Updated - - - I'm currently on holiday. I'll check whey come back next week. - - - Updated - - - I'm currently on holiday. I'll check whey come back next week.
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This is fabulous. Thanks for sharing it! You made my day!
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I also removed the linking for SSE and Firov removed it for SmartParts. There are new versions (2.1) in the Dropbox for these. These should fix any linking problems. Km_lib is still required but it only provided independent part modules. No linking weirdness. - - - Updated - - - BTW: freaky looking ship. What is it good for?
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Is there a problem with the 0 resources? These one were necessary (I think around .23).
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Impressive! Thanks for sharing it. I live it when people share their creations.
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Ok. I just uploaded a new version (2.1). It should be more stable since it does not require dynamic linking of the km_lib anymore. km_lib is still required though. As a goodie it contains a set of parts for wet workshops. Steps: 1)Attach a door to a tank. 2) Launch your rocket and drain the tank COMPLETELY. (Smart Parts has a fuel valve to help with that!) 3) Bring supplies and transfer these to the door. 4) Klick the door and convert empty tanks to empty space to living space 5) Bring kerbals to the door Right now all happens in the door. Depending on the feedback, I might continue this and extend it with connected living space support, etc.
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There was an issue with .24 and the expert of emissive animations. They just did not show. Does anyone know if that has been fixed?
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Anybody interested in some real wet workshop parts? Its basically just a door, some supply containers and some windows. Attach the door to any tank of any size (3 and 4m are fun!) and convert the empty space in the tank to living space. That 3m huge tank can house more than 20 kerbals (using the same volume per kerbal as the hitchhiker). I might release these soon after some testing if enough interest exists. The tanks and engines are from KW Rocketry (love these).
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
Argh, I just relized this won't work. I'll change the code so that it works in the next update. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
I rezipped all (see files with "otherzip") Is this better? -
I'll take a look. Thanks for the analysis.
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It should be fixed now. Sorry. For some reasons I mixed this up.
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Done. Three pictures are in the OP now. Thanks for sharing. That was an impressive trip. I like the landing gear in the back!
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
dtobi replied to dtobi's topic in KSP1 Mod Releases
It will change both. For each resource with 1000 units, Philly detects up to 1/3 of the asteroid's mass. It can do that once per asteroid. - - - Updated - - - Nope. It just works once.