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&0183 &32 Kerbal Reusability Expansion mod takes on the idea of what Elon Musk is accomplishing with SpaceX and brings it to the Kerbal Space Program. Science fiction doesnt always means space battles, space exploration.2021. His original thread is here: On top of that, this app can track all your games, how many hours youve spent. A mod that adds tank tracks I wanted to make a tank similar to the recently added STRV 81 Medium from War Thunder and used Kerbal Foundries for as long as ive knows about it and it doesnt work right now.No longer doing modding, and asked for people to adopt his mods. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. &0183 &32 Kerbal Space Program.
There's generally no configurability, just a single. A modlet is a very small, generally one purpose mod designed with a very specific goal in mind. Manner is the primary reason people pick Kerbal Space Program over the competition.This is the new thread for his Modlets which I've adopted.Literally, that's what it is. 21.There are many mods for tweaking the way flight works however. This not only helps gamers save cash but also valuable resources in the endeavor to conquer space.
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Jpg- Added config file (settings.cfg) with several configurable parameters (will appear after first load, settings apply at the start of every scene change)- Output file name defined in config file- Date string configurable to any valid format ((v=vs.90).aspx)- A bunch of in-game things can now be defined in the file name, check forum for full list- Screenshots can be automatically converted to. Jpg- Added option to keep original. Would normally be HH: MM :SS, but the colons are replaced with the ReplaceChar (windows doesn't like colons)Config Options (and defaults, don't include anything after the # symbol in your configs):- Config file location changed from /GameData/SensibleScreenshots/settings.cfg to /GameData/SensibleScreenshots/PluginData/settings.cfg- Uses MagiCore to share filename conversions with Dated QuickSaves.- Added zero padded options for in-game time and added - Possibly fixed issue with climbing RAM usage over prolonged use when converting to. = Current primary celestial body name = Active Vessel situation (PRELAUNCH, FLYING, ORBITING, etc.) = Current in-game year (as seen in top left during flight (1, 2, etc.)) = Current in-game day (similar to year) = As but zero padded to three digits (001, 002, etc) = As but zero padded to two digits (01, 02, etc) = Active vessel's mission elapsed time. Also included in the zip file.Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.
This serves to remind you how far back the save will take you and also automatically prevents overwriting quicksaves with an accidental tap of F5. Png (200kB vs 2MB)- Added a bit of debug logging when converting or renaming a screenshot- You can have spaces be automatically filled with a character of your choiceDescription : Are you ever afraid to load a quicksave because you don't know how far back it will take you? Do you overwrite useful quicksaves by accidentally pressing F5? Do you like installing all the mods that might eventually have a use to you some day? Well, Dated QuickSaves is a mod you should get! It adds the current in-game date and time to the filename when you make a quicksave during flight. 75% quality uses about 1/10 of the size of a.
One more thing, if people want an auto-backup of the main save when loading a quicksave, I can add that in as well if requested.- You can now define the filename to use in the same way as Sensible Screenshot, above, including all the fun variables like vessel name or biome- You can now turn on automatic autosaves in the flight scene at a configurable interval (in integer minutes)- You can now set a limit on the number of quicksaves and autosaves to keep (only tracks new ones, so clear out the old ones manually. Additionally, it uses the current in-game time, rather than extracting the UT from the quicksave itself, so if that is an issue I can change it. If there is demand I can add a config option to limit that. Use F9 to load the latest quicksave as normal, and Alt-F9 to load the dated quicksaves, where you can review the date before losing all your precious missions.Currently there isn't a limit on how many saves are made, so you'll want to clear them out eventually.
To import a craft, enter the tracking station and don't select any vessels. The ship will be exported to the "Kerbal Space Program/Ships/export" folder, ready to be imported into a new save. With Ship Save Splicer you can export the station from one save and import it into another, even if they use wildly different mods (with the exception of required part mods).Just enter the tracking station, select a craft from the left, and press the "SSS" button. Doesn't know about ones from older versions, so delete those manually!Ship Save Splicer v1.2.0 () Description: Ever built a ship, base, or station in one save and wish you could transfer it into a new save? Perhaps you built a really awesome station around Kerbin in a save, then added the New Horizons mod and had to start a new save.
Kerbal Space Program Tracks Mod Code Remains Under
Craft file- Enable importing crew members again. This is made possible by InflightShipSave mod and the pertinent code remains under the original CC-BY-NC-SA license.Click with vessel selected = Export vesselMod+Click with no vessel selected = Import vessel and crewLeft-Shift+Click = Convert exported vessel to. If there's already a Kerbal with the same name in the Save (for instance, "Bob Kerman") then the imported Kerbal will be renamed with a roman numeral (ie, "Bob Kerman II").As of 1.1.0 you can now convert exported vessels to craft files by Left-Shift clicking the button while in the Tracking Station. It will then be imported without any crew members.To import a craft with all of its crew, mod-click the "SSS" button (so Alt-Click or RightShift-Click) to bring up the importer in "crewed" mode. Importing vessels with crew has a much larger potential of breaking things, so make a quicksave beforehand! When importing with crew all the crew stats should transfer properly.
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