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diegojsrw

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    diegojsrw

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    Komputer Koder
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    Interior de SP, Brazil
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    Web Design and Programming

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  1. What about one of the main menu intros, where one of them, landed on Mün, appears carrying the square KIS container on his back? Edit: got screenshot of similar screen: they are definitely carrying something on their backs using KIS/KAS (this orbit scene doesn't have that container on the back before installing KIS/KAS).
  2. Just a newbie question, although it's undocumented as far as I searched. How can I attach things to a kerbal itself? I mean, let's say I want to attach a cubic strut into the back of Jebediah Kerman, how can I achieve this? The common way of surface-attaching things doesn't let me (notice the red outline):
  3. Yeah, this solution is the nearest to native (in other words, this solution uses only FUR parts, which is better IMO). But it has some cons. The first thing is that the clipping doesn't let room for any canisters to be put on the higher floors, let me demonstrate using your own screenshot: Although it can be circumvented using the offset tool. Second issue is regarding the rotation on the even levels (second floor, fourth floor, etc), although it also can be circumvented, this time using the rotate tool. Anyway, like you said, still adding bottom node to Docking Module would be really better. And hatches. And Interior. (Although it would be nicer if that "K&K Cross-way" from the other mod were ported into FUR shape)
  4. Although it worked, it doesn't seem like I expected: it's too curvy based on the FUR cabin: The docking module provides tee horizontal attachment, but won't provide vertical one like the screenshot above.
  5. Yeah, I did see the Docking Module, actually it kind of works as "T joint" of my suggestion list. However, it doesn't have any attachment on the bottom, only on the roof, as mentioned earlier. And I do understand this is a rover mod, but rovers does not necessarily need to be one-floored, IMHO. Also, thanks for the mod suggestion, I'll try it, and as far as I can see on the screenshots, it's also an awesome mod
  6. In my case, through the outside. I think this solution is easier than create a new part. But it would be also nice if new parts were created. For example, a hub (poorly designed by me on Blender using the CrewCabin.dds texture): Part list suggested: Hub (as demonstrated on my image above) 90-degree joint (like hub but only frontal and top doors) Vertical X joint (frontal, bottom, top and back doors, crossing just like an "X") Horizontal X joint (frontal, left, right and back doors) Vertical T joint (frontal, back and top doors) Horizontal T joint (frontal, left and right) (frontal, back and left) (frontal, back and right) And in the same place of the doors, there would be attaching nodes (the green-and-black checkered sphere thing) on the exact middle of the door for attaching to it, like it occurs on the hatch of Science part of FUR.
  7. Not exactly. Every FUR part has one or two attachable nodes at the ceiling (these green and black checkered sphere) where we can, for example, attach solar panels: I need a attachment node at the bottom of the chassis, so we can, for example, attach the bottom to the top of another FUR part: (These nodes on the screenshot actually doesn't exist on the part)
  8. Awesome mod, awesome textures. Just one suggestion: it could have some "hub" or "360 degree adapter", as well as 90 degree, X junction, vertical junctions (in order to make two or more "floors"). For example, I'm doing some kind of apartment building using those crew cabins, and for now I'm using "PAL Multi-Mount Truss Segment" from Akita rover (Umbra Space Industries) in order to achieve "multi-floor". It would be nicer if FUR contained a part for this. Or even an attachment node under the chassis to attach in place of solar panel at the ceiling of another FUR part. Screenshot of my "apartment building" using crew cabins:
  9. First of all, MechJeb is not officialy compatible with 1.2 and later. The 1.2-compatible version is actually a nightly and experimental build. I've downloaded MechJeb's source code and looked for keyboard related codelines. Found this: MechJeb2\MechJebModuleTranslatron.cs, line 98: if (GUILayout.Button("EXECUTE", sty, GUILayout.ExpandWidth(true)) || change) { core.thrust.trans_spd_act = (float)trans_spd.val; GUIUtility.keyboardControl = 0; // <<<<<<<<<<<<<<<<<<<<<<<< Here } GUIUtility.keyboardControl gets/sets the controlID of the control that has keyboard focus. In this code snippet, seems like MechJeb assigns control focus for the controlID 0. IDK exactly, but in most of situation, the handle zero is actually a NULL handle (i.e., no handle). In other words, seems like there's a keyboard disabling on MechJeb at some situation. I can't really confirm this, as IDK the API behavior.
  10. Nice. It's entirely stock or it has some modded part? I mean, what mods are required for this craft?
  11. Excelente projeto, excelente modelagem! Só uma curiosidade: reparei que, em uma das imagens anteriores, existe o que parece ser uma "tampa de tanque de combustível". E devido à similaridade com a porta conectora CC-R2 do KAS, pergunto: esta tampa será um CC-R2 já embutido no modelo/parte, portanto, compatível nativamente com KAS?
  12. As I'm a Portuguese speaker: Laythe => same kind of pronounciation as "Milk" in portuguese ("Leite", ou "Lay-Thee"). Vall => "Vóu" ou "Váu". Pol => probably pronounced same way as last Teletubies' name, "Po". ahahhahaha Squad is spanish speaker. Spanish and Portuguese have common kinship, so their pronounciation have a lot of similarities.
  13. Nome: Diego Silva (diegojsrw) Idade: 21 País: Brasil Cidade: Mesorregião de Ribeirão Preto - SP Tempo de Jogo: não lembro, mas acredito que mais de 2 anos. De início jogava uma versão "Blackbeard" (), e início deste ano (Janeiro de 2016) comprei o original para suportar o desenvolvimento deste excelente jogo! Aproveitei uma promoção de verão da Steam. Valeu o custo, pois aprendi muita coisa no KSP, e todo conhecimento é valioso, mesmo que eu não vá usar este conhecimento na prática (ou usarei, né, quem sabe? rs.). Comecei, se não me engano, na versão 0.90. Atualmente estou na versão mais recente, 1.2.1. O Steam não conta o tempo total exato de jogo, porque muitas vezes eu costumo abrir o próprio executável dentro da pasta commons da Steam, ao invés de abrir o jogo pelo próprio app da Steam, porém, ultimamente ando usando apenas o app do Steam para abrir o executável (já com parâmetros de linha de comando como -popupwindow para que, ao usar dois monitores, eu possa usar o KSP em tela cheia no primeiro monitor e usar o navegador no segundo monitor sem que o KSP seja minimizado ao focar o navegador no outro monitor). Mods: Sempre estou mudando, até porque as versões estão sempre mudando (e muitos bons mods ficaram para trás, desatualizados, como o MechJeb, não suportando verrsões mais recentes do KSP), mas geralmente alguns dos mods que sempre costumo manter ("must-have mods") são o HyperEdit, TweakScale, Throttle Controled Avionics (TCA), Hangar Extender, EVA Enhancements, EVA Parachutes & Ejection Seats, Filter Extensions, entre outros.
  14. Kerbal Space Program mode "Kall-e". Nice! I'd play it!
  15. @Wyzard is right. Plus: OpenGL or DirectX support also has to do with graphics card and its driver/kext. Older graphics cards support only older DirectX/OpenGL versions. Make sure your graphics card and the graphic driver are updated to most recent versions, so both options should be fine (either DirectX or OpenGL).
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