- #Kerbal space program mod how to#
- #Kerbal space program mod mod#
- #Kerbal space program mod mods#
- #Kerbal space program mod code#
What is the performance hit? ksp is a very poorly optimised game in reality, and despite the low poly count of my buildings they still take up alot of processor so the hit is quite heavy but i have no idea how heavy as ive only ever played it on my pc and i need a wide spectum to put a spec together (more on that later)īugs we arnt many are we so you guys are our major bug finders! find something that doesn't look right let us know! is there a step in the ajoining roads? is there a texture out of place? is the city inexplicably floating 2km above the ground? let us know where it occured and we will get on to it Why is the city where it is? in my opinion a race that would build its VAB less than 100 meters from the launch pad isnt gonna sweat about building a major city just the other side of it, kerbals hate commute times, but you are more than welcome to up-sticks and move them where ever you like as detailed above! it is mostly there because as im testing it i don't want to drive miles and miles! Network of interconnected cites spread over the entirety of kerbin at approx 20km intervals (minimal rendering hit)ĭestructible KK (this may get released sparately ) the ability to have the collision of a vehicle with a building cause it to alter the transforms of the static, despawn it and spawn a damage model with lots of FX similar to the ksp stock method ( i have no idea where to start so if anyone wants t help out do gimme a ping)
![kerbal space program mod kerbal space program mod](https://d1lss44hh2trtw.cloudfront.net/assets/article/2016/02/17/KSP_1_1200x500.jpg)
#Kerbal space program mod mod#
This mod utilises Kerbal Konstructs, but is incompatible with kerbinside (for the simple fact that at this momnent it spawns in the same place) you can move it around using the Ctrl+K key menu if you so desireīasic proceduraly generated city with a variety of buildings and road networks
#Kerbal space program mod mods#
There's also a test project in case you want to add tests to your code.My codevelopers! I'm happy to be co-developing this mod primarily with Fast_de_la_speed, the developer of the Fastcorp line or mods and a little on the side from Jatwaa, better known as Billy Winn Jr and announced by the ksp FB page for having the best laugh in the business! you should follow him closely on youtube for any big releases as he will be the first to know!
#Kerbal space program mod code#
Bear in mind that nobody likes to take a project where it's code looks like a dumpster. It's very important that the code is clean and documented so in case someone leaves, another programmer could take and maintain it. Please write the code as you were going to leave it, return after 1 year and you'd have to understand what you wrote. It will encourage us to do future releases, fix bugs and add new features ⭐ Please visit this page in the wiki to solve the most common issues with LMPĬonsider donating trough paypal if you like this project.
#Kerbal space program mod how to#
Please check the wiki to see how to install, run, build or debug LMP among other things Support for groups/companies inside career and science modes.Cached QuickLZ for fast compression without generating garbage.Supports career and science modes (funds, science, strategies, etc are shared between all players).Every network message is cached in order to reduce the garbage collector spikes.Better creation of network messages so they are easier to modify and serialize.UPnP support for servers and master servers.
![kerbal space program mod kerbal space program mod](https://i.ytimg.com/vi/tuTHLEax_1w/maxresdefault.jpg)
![kerbal space program mod kerbal space program mod](https://i.imgur.com/rs5nCeQ.png)
![kerbal space program mod kerbal space program mod](https://www.viralhax.com/wp-content/uploads/2020/04/Best-KSP-Mods.jpg)
Multiplayer mod for Kerbal Space Program (KSP) Main features: