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Cultist_O

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    Rocketeer
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  1. Should be right in the root. Have you run the game at least once? I'm not sure if it generates until you do.
  2. I think the idea behind using a custom fuel was to make the cars need liquid fuel rather than electricity. (If the wheels just used regular electricity, you'd be able to run them off of a few solar panels or batteries) I'll admit, it's a tad convoluted, but I'm not sure how you figure this system adds work at the player end. You just load up fuel, which is what you would expect to do.
  3. And there's the update. You're amazing. Thank you
  4. Aww... No rainbow of colours for my truck? In all seriousness thanks for adding it though! It's excellent! Thought I'd let you know that there's a typo. You have "LAnd" instead of "Land" for the land rover wheel name. Any chance there's a more convenient way to make them need air? Module Manager perhaps? As you add more and more vehicles, adjusting each and every config file is getting tedious. Especially if you have ckan overwriting them every update.
  5. Well I own a red 2008 Ford Ranger, so that would be amazing, but something like an F150 would probably be closer to what the average player would expect. Edit: And I guess there's the update. I don't know why I thought the wheel fixes were expected for 1.1.3. They are expected for 1.2
  6. I was just thinking about trying to make something like this! Now I don't have to ;P I was dreading dealing with the wheels in the current state though. Hopefully 1.1.3 (which I expect soon) will have a better solution to your collider problem. I really like the variety of vehicles, but any chance of a pickup truck? (I'm aware that you are limited by which models you can get permission to use.)
  7. For me the Mk2 is entirely shiney. Not just the windows. It's a neat look, but probably not intended
  8. I'm a little late to the call to arms about suggesting optional configs, but hopefully you are still considering? Antennae and dishes in customX? It's worth noting that remoteTech uses MM to add stuff to antenna animations as well, so hopefully this can be done without a compatibility issue. (It also adds a static antenna, not sure if that matters)
  9. Are you sure you don't mean The mk 1 cockpit and the new solar panel are the only things which seem broken from stock, (even the new IVA overlays seem compatible) In the meantime, if you have (or install) the asteroid day mod support pack from op, you can fix the solar panel by simply moving "JumboHexProbe.png" from "GameData\TextureReplacer\Default\AsteroidDay\Assets" to "GameData\TextureReplacer\Default\Squad\Parts\Misc\AsteroidDay" (It's not really a new panel so much as they integrated the asteroid day parts into stock)
  10. I really don't know, I just saw that issue in the op, and took it for granted that that's why my (and your) stuff wasn't stacking. I hadn't considered that you might be able to pick which parts fall into which category, so if you do manage to mitigate the issue by adjusting cfgs, please let me know how you've done it.
  11. Do you use tweak scale? There is a known issue where "If you use tweakscale, parts will not be stackable" I would also like these parts to be stackable, but as far as I'm concerned it's a minor issue to trade for being able to store scaled parts.
  12. Yes, but that formula is based on the model which appears as the part icon on the left of the VAB. This means that for collapsible parts it could calculate the volume based on the extended state or the collapsed state depending which is shown. For compound parts, such as the strut and fuel line it gets even worse, because it is based on the arbitrary length they chose to use. Ya, I had ModuleKISInventory, and failed to see the difference in your post because the other parameters were the same. Thanks, your method works perfectly.
  13. Ya, I saw that on the wiki, and I've already tried it. Unfortunately, that makes the part into a container which can store X Litres. What I want is to make the part take up X litres. Nope, I had something slightly different, this works method works as advertised.
  14. Stock struts, I'm looking for a way to adjust how much space a stock (or unrelated mod's) part takes up in a KIS inventory.
  15. Is there a way to adjust how much volume a part takes up in inventories? (I'm not a fan of struts and fuel lines taking up 3 times as much space as an RCS block does for example) I looked on the wiki and came up blank.
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