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KSP2 Release Notes
Everything posted by Misterspork
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I was trying to figure that out, and I was following the blender tutorial video. I had only selected what I intended to be the node_collider and named it that, but I couldn\'t figure out how to do the two separately. I tried selecting only what I wanted to be the mesh, but it came up as also being the node_collider. I\'m slightly confused here and I didn\'t see anything in the tutorial. Can you help me in understanding how to save parts separately?
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You are actually a brain in a vat being fed information by an evil genius.
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I\'ve been trying to see if I can get a basic part to work in KSP, and it seems to freeze on loading the part. I have the command console open on errors, but it doesn\'t open. I attached the folder below for you guys to look at. Can anyone tell me what I did wrong? And yes, I know the texture was made in MSPaint (Is that the problem?).
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I believe you are talking about the roleplaying stuff. This would be better posted on the roleplaying forum. There are a couple of threads there explaining roleplay and its rules, and a couple plots of land are available for you to take if you wish. If you can\'t get a full blown country, I suggest getting a state or corporation owned by another country.
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Kerbal Space Program\'s purpose is actually to pick out the best engineers(Or craziest) out of all of us and abduct us to the real Kerbin.
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[FORUM GAME] Rate the avatar of the person above you.
Misterspork replied to mincespy's topic in Forum Games!
Same. 6/10 -
Added. Thank you very much .
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[FORUM GAME] Rate the avatar of the person above you.
Misterspork replied to mincespy's topic in Forum Games!
6/10 WoW. Eh. -
You enjoy your sundae on the way to 51. You get mistaken for a ballistics racer and get told to get in the supersonic car. Look up ballistics game on YouTube. It\'s awesome.
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I understand the difference, that\'s why I mentioned fusion reactors in my post, 'nuclear reactor' is just generally understood to be the kind we use most often today, fission reactors.
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People, we get more radiation from Radon in the air than any nuclear reactor. Radioactive material being dumped everywhere is still bad, as high level wastes do stay dangerous for thousands of years, but it\'s either this or dumping millions of tons of pollution into the air and water every year, and plus it\'s not like it\'s being dumped on your houses or into the middle of a rainforest. I just hope a method of fusion power generation is created soon that can be used everywhere. This will solve all our problems.
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Actually that image above dodADA is one of MechJeb that\'s being used as: An example of the category basically. If it\'s confusing, do you have any suggestions? Should I just remove the example pics?
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Added images and videos to all applicable. Wasn\'t as hard as I thought it would be. Hopefully that helps. Should I add one out of spoilers as an example for each category? EDIT: Nevermind, I\'ve decided I\'ll do it. EDIT: Added Silisko\'s in development reentry plugin.
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[0.14] Instant Orbit / Debris Generator with bonus Asteroid
Misterspork replied to JellyCubes's topic in KSP1 Mod Releases
I wonder why Jelly\'s amazing mods and programs never get that much attention. This is amazing. -
People are now creating separate part addons that require plugins, and these will be added to the OP shortly in subcategories underneath each plugin. Would adding relevant pictures to the list be helpful or would it take up too much space?
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I saw on the recent trailer posted for KSP people who said things like: This looks exactly like Spore...... Except Spore had more features and 'So basically it\'s like Eve but without the fun' And unrelated to KSP, the Yogscast\'s video of 3079, everyone hated it because it looked like Minecraft. It is actually a really cool RPG/sandbox game nothing like Minecraft. And many other examples. What I am saying is, people, don\'t be ignorant and assume a game is a ripoff because it looks similar. KSP as we all know is an amazing game so much better than ESPECIALLY Spore and in most\'s opinion Eve too. Assuming things like this can leave you out of amazing communities and games and make you look like an idiot to the people who play the game.
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I used to be a lurker, for quite a bit of time(since 0.9, hey that rhymes). I was introduced to this game by the amazing man and LPer, Jefmajor, who livestreamed this game before it became as popular as it is. I have already done a little bit in this community, I dipped my foot in some roleplay, tried to show my poor rocket creation skills, later I showed off some of my C7 creations, and recently I\'ve been posting in off topic and very recently created the plugin organization thread. I own Spork Aerospace Industries on the roleplay forum(Which I will revive soon, trust me, and I\'ll come back with a bang). I try to be friendly, and I hope I\'ll be able to not start fights. I haven\'t bought the game yet . I hope I will very soon, as I am very excited to play with persistance. And, I guess that\'s a sufficient introduction. So let me close with, hello all, and thank you for the so far warm welcome.
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Whoops. This is your brain on 1e37 ejectionForce
Misterspork replied to gabyalufix's topic in KSP1 Mod Development
That wasn\'t Jeb, that was some sissy wannabee Jeb. He has desecrated the seat of awesome. -
I added it to the list, didn\'t know about this one, and I\'m excited for it now that I do know. It also has its own category. I feel the same, the amount of innovation already in the plugins is astounding, autopilots, electricity, you name it. And the possibilities are endless. Imagine what this game will look like by the time it is considered a beta, let alone full release.
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That subforum is plugin development and editing, suggesting it being where all the C# programers can discuss, development stuffs, I guess. Also, mostly everyone has posted their plugins on this subforum, Projects and Releases, because they are addon/plugin projects and some are released. Either you tell everyone to move their threads to that subforum, or we have organization inside the subforum they\'ve already posted in, the latter being the easier option.
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Until C7 releases that plugin he\'s been working on.
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This megathread will be organized into categories of parts: Autopilot- anything that takes control of the rocket Part modules- Anything that adds the ability to create new part modules, such as alternative fuel. Parameter modifiers- anything that modifies the values of your ship\'s position, speed, and other values; along with part parameters such as an instant orbit plugin, or parts that have more than one drag setting Environmental Interactions- Uses parameters from the environment(EX: Temperature) in ways different from all above Categories are also sorted by importance, meaning the higher up the category the more important it is to determining where a plugin goes. EX: An autopilot that adds a part is considered an autopilot rather than a part module. Inside the categories are sorted alphabetically. LATEST VERSION UPDATES: C7 Aerospace Plugin: Now C7A - Beta, added an experimental rolling gear module type, b for brakes, g to deploy MechJeb: Updated to 1.7.3, Bug fixes, 14.3 compatibility, combined with The_Duck\'s Landing/Ascent autopilot. RinComp: Updated to 0.4a, Synchronize Orbits Mode, Align Planes Mode with normal and anti-normal auto-orientations Anatid Robotics: Updated to 2.0, New reentry computer; Auto-stage will no longer stage past the last stage with engines, Attempt to patch reported bug where ascent autopilot doesn\'t recognize liftoff dodADA: Updated to alpha v6, added helm control activated with 'u' Cart and Truck: Now 'Carts', added friction speed limiters, various bug fixes, added 'The Goat' NEWS: 4/2/2012 Added Zoxygene mod, updated MechJeb Old news 3/4/12 Created megathread; added gunner mod; Probobdodyne Sensors added, and new category added for this addon, Environmental Interactions 3/5/12 updated MechJeb; Updated organization system, now has subcategories under all module plugins for separate addons for the plugin by other authors; added Void Bukerneering addon; Added images and videos to all applicable; made plugin titles more obvious, I found it looked like a wall of text. Some bolding and font changing fixed it; added Silisko Industries Reentry Heat Plugin(no official name); added Oxygen Plugin 3/6/12 added Blinking Navlights 3/7/12 added Rangefinder; removed Jellycube\'s Railgun Expansion, as no news has been given as to whether the project will be started or not. If it comes back up I\'ll add it again. 3/8/12 Added Cart; changed up organization so categories are sorted in descending order of importance, AKA if a plugin adds the ability for parts to be created but that part is autopilot it will go under autopilot; Another change in organization, Part modules is getting large enough that it is split up into 3 categories, Fuel Types/Engines, Moving Parts, and Other 3/9/12 Added Anatid Robotics - Ascent Autopilot; more organization, added author names and version numbers to all plugins; Added escape decoupler 3/10/12 added RinComp 3/11/12 Changed up some organization; changed parameter modifiers description to be messing with any part or movement parameters, which now includes things like drag; added variable tanks and toggle family; added a new versions box 3/12/12 Added Start-Stop plugin, added PiSA Countdown Decoupler, added Position/Navigation lights, added two new WIP\'s from Silisko 3/13/12 Added crxTelemetrymodule 3/14/12 Ton of updated mods^, C7 released landing gears from the WIP plugin pack 3/15/12 Added Wormholes; Added crab wheel 3/19/12 Updated RinComp 3/20/12 Added Satellite Relay Network, Mun Mover, and MultiJointPart Framework; updated Mechjeb and Carts I am taking suggestions for further organization. Please notify me if I missed any plugins, they will be added shortly. And now onto the plugins: Autopilot: Anatid Robotics - Ascent Autopilot by The_Duck Version: 2.0 Summary: By inputing a target altitude and orbital inclination, this part will automate any ascent from Kerbin. http://kerbalspaceprogram.com/forum/index.php?topic=8449.0;topicseen Image: PiSA Countdown Decoupler by Link Hogthrob Version: 1.0 Summary: Adds the ability for a stage to be activated on a set countdown, considered autopilot as it takes control of the staging. http://kerbalspaceprogram.com/forum/index.php?topic=8604.0 Image: dodADA - Advanced Descent Assistant by dodrian Version: Alpha6 Summary: Controls input during descent to make landings easier. http://kerbalspaceprogram.com/forum/index.php?topic=8158.0 Video: Multiversal Mechatronics - MechJeb - Autopilot by r4m0n Version: 1.6.1 Summary: Allows you to input commands to an autopilot system that will carry them out for you. http://184.154.141.114/~kerbalsp/forum/index.php?topic=8021.0 Image: RinComp by Zool Version 0.4a Summary: Orbital navigation tool that can be used to align planes, synchronize orbits, and rendezvous with other ships http://kerbalspaceprogram.com/forum/index.php?topic=8524.0;topicseen Image: Parameter modifiers: Satellite Relay Network by The_Duck Version: 0.1 Summary: Adds command modules(And allows them to be added) that require line-of-sight with a relay satellite. Input is also delayed based off distance. http://kerbalspaceprogram.com/forum/index.php?topic=9006.0 Image: WORK IN PROGRESS: Start-Stop plugin by jgjiscool WIP Summary: Adds the ability for engines to be shut on and off individually with a GUI option. http://kerbalspaceprogram.com/forum/index.php?topic=8543.0;topicseen Images: Toggle Family by r4m0n No version number, 1.0 Summary: Adds the ability for parts to have certain CFG settings turned on and off http://kerbalspaceprogram.com/forum/index.php?topic=8560.0 No images/videos Wormholes by The_Duck Version: Alpha 0.1 Summary: Adds a black hole part with gravity, that, with another module attached to your ship, you can teleport to other black holes. http://kerbalspaceprogram.com/forum/index.php?topic=8868.0 Images: Environmental Interactions: crxTelemetryModule by Corax Version: Alpha, 0.1 Summary: Adds a module that will send information about the module to an IP address, essentially allowing the use of another computer as ground control. http://kerbalspaceprogram.com/forum/index.php?topic=8663.0 Image: Mun Mover by Causeless No version number, 1.0 Summary: Adds the ability for you to shift the orbit of the Mun to any position you like http://kerbalspaceprogram.com/forum/index.php?topic=8880.0 Image: WORK IN PROGRESS: Silisko Industries - Probodobodyne Sensors by NovaSilisko WIP Summary: Displays environmental parameters in the GUI when certain part modules are used, IE Temperature sensors shows hull temperature http://kerbalspaceprogram.com/forum/index.php?topic=6397.0 Info on page 33 and up Images: on ground in atmosphere in space WORK IN PROGRESS: Silisko Industries - Reentry Heat Plugin(no official name) by NovaSilisko WIP Summary: Adds a heat shield part, that when added simulates reentry heat by the angle the atmosphere is entered at and the speed of the ship. http://kerbalspaceprogram.com/forum/index.php?topic=6397.0 info on page 40 Video: Part modules: Moving Parts: Bigtrak by chickenplucker Version: .035 Summary: Adds a variety of pre-built vehicles that perform a variety of functions http://184.154.141.114/~kerbalsp/forum/index.php?topic=9404.0 Image: WORK IN PROGRESS: C7A - Beta by C7Studios Version: Beta 0.1 Summary: Adds realistic wings, wheels, and propellers to allow more aircraft possibilities and realism; Currently adds a single gear part that rolls, has brakes, and can be put down/up http://kerbalspaceprogram.com/forum/index.php?topic=5884 Image: Video: Carts by Tosh Version: 1.2 Summary: Adds rolling wheels and vehicles to the game that can be controlled with IJKL keys. http://kerbalspaceprogram.com/forum/index.php?topic=8431.0;topicseen Image: Katerpillar Wheels by drewmacrae Version: 0.3 Summary: Adds INDIVIDUAL wheels that are controlled similarly to RCS; design your own cars http://184.154.141.114/~kerbalsp/forum/index.php?topic=8817.0 Image: Escape Decoupler by crazygerbil Version: Alpha 0.1 Summary: Adds the ability for decouplers to be bound to another key, and the ability for them to be activated out of stage order(AKA Launch Escape Systems) http://kerbalspaceprogram.com/forum/index.php?topic=8246.0 Image: (Notice it skipped 2 stages rather than the usual one) WORK IN PROGRESS: MultiJointPart Framework by sarkun WIP Summary: Adds the ability for addon makers to add more than one joint to animated parts. http://kerbalspaceprogram.com/forum/index.php?topic=9017.0 Video: http://www.youtube.com/watch?v=T1P8uFKDJzM&feature=player_embedded WORK IN PROGRESS: Silisko Industries - Hinge Plugin(No official name) by NovaSilisko WIP Summary: Adds a hinge part that will allow other parts to be attached to it, and will swing them around when the key is pressed. No link yet, information on Silisko Industries megathread page 51 and up Images: Fuel Types/Engines: WORK IN PROGRESS: Oxygen Plugin by Splendid WIP Summary: adds a new fuel source that depletes as your crew 'breathes'. http://kerbalspaceprogram.com/forum/index.php?topic=8201.0 Image: Oxygen is in lower left. WORK IN PROGRESS: Silisko Industries - Hall Effect Thruster(No official name) by NovaSilisko WIP Summary: Adds an ion engine(Specifically, Hall Effect Thruster), no further details available No link yet, information on Silisko Industries megathread page 53 and up Image: Variable Fuel by r4m0n No version number, 1.0 Summary: Adds a fuel tank and engine that can have the name of its fuel set to anything. They can also have more than one fuel. Mainly for modders. http://kerbalspaceprogram.com/forum/index.php?topic=8560.0 No images/videos Working solar panels / energy cells / new fuel type by Cephei Version: 3.3.2012 Summary: Adds a new fuel type, electricity, and storage/generation for it, to allow for part modules powered by electricity http://kerbalspaceprogram.com/forum/index.php?topic=7847.0 Addons: Void Bukerneering by Yorik No version number, 1.0 http://kerbalspaceprogram.com/forum/index.php?topic=8117.msg118146#msg118146 Image: Image: Zoxygene Mod by l00 Version: 0.3 Summary: Adds a fuel, 'ZO2', that is consumed by the crew and can be replenished through solar energy. Without it, crew suffocates http://184.154.141.114/~kerbalsp/forum/index.php?topic=9763.0 Image: Other: Blinking Navlights Alpha by claypool1 Version: Alpha 1.0 Summary: Adds lights that can be attached to ships for various purposes. http://kerbalspaceprogram.com/forum/index.php?topic=8297.0 Image: Flamethrower by Emilio No version number, 1.0 Summary: Adds a part that shoots a flame effect http://184.154.141.114/~kerbalsp/forum/index.php?topic=9674.0 Image: Gunner Mod (Upcoming Project) by jgjiscool WIP Summary: Will add machine gun parts http://kerbalspaceprogram.com/forum/index.php?topic=8180.0;topicseen No videos/images Position/Navigation Lights by RPGprayer Version: 0.9 Summary: adds a variety of lights that can be switched between several modes as well as a customizable brightness http://kerbalspaceprogram.com/forum/index.php?topic=8535.0 Image: Rangefinder by claypool1 No version number, 1.0 Summary: Displays the ship\'s distance from the ground. Useful because the altimeter displays distance from sea level rather than from the ground beneath you. http://kerbalspaceprogram.com/forum/index.php?topic=8297.0 No images/videos
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Rusco Inc. presents BSG 75 - Released v1.0
Misterspork replied to cpt rusco's topic in KSP1 Mod Releases
Would you be able to make a plugin that allows the ship to jump?