ChemicalMonkey
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Everything posted by ChemicalMonkey
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
ChemicalMonkey replied to BahamutoD's topic in KSP1 Mod Development
I got a question/issue, is the Hydra-70 Rocket Turret not supposed to have an action group to turn enable/disable it? It's rather tedious having to click it to enable it and then make sure i don't shoot myself with it when i go to shut it off lol. I've ran through the config to try and figure out what it is missing (comparing whats missing in it with the what the Goalkeeper has as an example) but for the life of me can't figure it out. Any help? -
The issue with MM is that it changes the original files by adding them to tech trees. EPD was working on adding one to the original download but never got around to it. Personally I don't see a problem cause most likely no one will come at you for it, BUT from a legal standpoint it is not allowed. So I wouldn't do it.
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I hope someone can fix it because sorting through 300 parts in my structural or utility page really sucks when I'm making a new ship. If only they added a sort by manufacture option >_> you know...the one that is actually useful lol. I really don't want to edit every single config file and add 1 to every part name for one manufacture and 2 for another and 3 for another etc, etc, etc. but i just might have to...it will save me a lot of time in the long run.
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Are we ever going to get anything EPD? The main thread is super outdated and missing images, Its been over a year and a half since you posted about the new parts and still have nothing out. Don't wanna seem pushy or anything but we have been waiting for these new parts since 2013 and its a super letdown. Can we get an update on the progress or is it time we look for a replacement?
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There are a few parts he is working on that he has shown (back in October) and he has posted a few times since then saying he is still around and working on it but he doesn't check here too often. All the parts still work that are currently out but you have to put them in a tech tree yourself, since there are no plugins the parts should always work unless the parts system is changed. If he doesn't respond by the 30th I will reupload it (possibly with tech tree implementations if I'm allowed).
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I had problems with stuff just falling off and separating when the ship was still on the launch pad, as if they were put on with wet paper towels or something lol. I just added "breakingForce = 200" to the config on the engines that did it and that fixed it. You might have to place them in a tech tree too, idk if EPD updated the download to include those or not.
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Looking for some Zoid 2.0 testers
ChemicalMonkey replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
I'll give it a run, got nothing else to do this week since i lost my internet at home. You got a link for the "Nav Lights"? Did a search for a mod with similar names and all i came up with was Aviation Lights and a plugin from .14 so need some help with that one but i got the rest already.