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Thahat

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Everything posted by Thahat

  1. Thanks ever so much for keeping a working version up!
  2. Nope, did not work out. the pointy docking port i could take out of the other mod, i could open up its texture, rotate it, make it refer to a more self-contained folder. that worked....and then could not save the new texture's .DDS :/ also the model for the pointy docking port is not 100% symetrical, so it looked wrong rotared 45 degrees.
  3. @Rodger hmm it has a standard issue docking port, but i love the pointy shielding! and because it has a standard one i might be able to MAKE it ven-a-like CHALLENGE ACCEPTED!
  4. No offence taken man! dont worry!, i had concidered this, but seeing as there is only one shielded docking port in the game a second one would not look so strange to me. But yeah i see your note about the time/effort issue, but hey, thats why i asked nicely, and would ofcoarse accept a NO as an answer Im just hoping for a "sure why not" from our lord and saviour Ven because lets face it, animations, modeling, 99% of the code minus one line change are done, hell i could do the damn code if needed XD the only problem is the texture wrapping, i cant make that myself :'( wouldent know where to begin! but im guessing that is more a software/knowledge issue that a time/effort intensive issue. so We'll see as the kerbals motto probably is: nothing ventured nothing gained!
  5. notice the door's orientation? and beyond the more immersion breaking effect: your proposed sollution messes with docking indication when flying normal and IVA, messes with mechjebs force 0degrees orientation (i did think of this, tried it, did not like it. currently flying with an unshielded docking port, which works fine but looks infintely less badass, and strangely enough causes the forward facing wings (which you awsomely displayed, thanks XD) to heat up. not to exploding or anthing but somehow it seems to have an effect on the aerodynamics of the craft? idk.
  6. Yeah your sending me up the wrong tree man, hahaha XD. no need for texture replacer. i just need to figure out how to rotate the door propperly. -after some time- i have by now figured out the texture but simply put: there is a problem. Ven has been exidingly efficient(nice Ven, Nice!) and made the door out of 4x a quarter door (only the quarter door is drawn in a quarter circle) to save space and be a badass i guess the downside of this is: if you want to rotate the door i cant just edit the texture. it has to be "wrapped" around the model differently (because if i cheat and in photoshop made a whole door myself, rotate that, and split it into a quarter corner, the parts wont be symetrically flippable) in other words, back to begging Ven to make an X shaped shield alongside his + shaped one
  7. i know how to make a new config with a new name (and thus a part) i think i can figure out how to make a copy of the texture and MAYBE even how to edit it (the dds file docking port 2k?) but the texture is what i would call "flat packed", i would not have a clue what to rotate where,.. :/
  8. Dear ven, let me start off by saying im a long time user of your mod and a great fan! after testing out the mod in the latest version of ksp i have found it looks badass as always i did run into one bug though (probably because of some version of mod combo's on my end, dont worry about that one*) i did though walk into a usability issue. you see, im a great fan of flying IVA missions and designing SSTO/spaceplane like constructions. and i have recently taken to using the mk-1 inline cockpit for a few reasons: A: it doesnt look like a damn private jet cockpit but something that should go to space B: it has internals that realistically would allow the kerbal to crawl to a front mounted docking port (immersion! woo!) now i was happy seeing what you did with the docking ports (square doors! like the internals! more immersion! woo!) the only problem... the shielded docking port. my design lynchpin. well, you can see the problem below: http://steamcommunity.com/sharedfiles/filedetails/?id=678959207 the default shielded docking port parts in 3 ways, meaning i can deflect two of the shields "to the right and left shoulder" of the pilot, and one down. and because its a circle, it doesnt matter if i technicly use it upside down/slightly off center etc. but because your version is split in four, and the door is put in in such a way that the shields have to pop open up/down/left/right, the shield clipts into the protruding wings, and block the pilots view, making docking from IVA infinitely more difficuly. so a request, if you will: would it be possible to add an additional shielded docking port that handles in an X shape instead of a + shape? (yes, i know i can just rotate the part but then the door will be facing diagonal, and the internal mk1 inline door is straight. sorry, its an immersiona/IVA thing, and it would make things at least 20% more cool if they matched up!) id make the part myself but i dont know how to change textures in ksp, just config files.. :/ *when holding the mouse over a command pod the windows turn see-through, and i can see the part behind it
  9. damn, missed that docking port. well then he wins on the size and utility fronts, definitly. not on the FABULOUS/awsome front thoug cause it looks like a tennis shuttle
  10. I read "SSTO-like-vehicle" as "spaceplane". Is that right, @Thahat? correctemundo! Sorry for lack of clarity people. Spaceplane. Has wings. Works in both space and atmosphere. Doesnt drop a million stages. Can drop a functional plane, not rockets.
  11. actually, NOPE! for he does not have docking ports. though yes, it is small, and yes, it is verry impressive.
  12. Good day fellow kerbalnauts! i have for you all, a challenge! please design the smallest SSTO-like-vehicle you can that conforms to the following requirements (modded or unmodded): it needs to house one(1) kerbal (perferably inline cockpit, but any cockpit or seat is fine) it needs a docking port in line with the center of mass, preferably in the back* the upper or space stage is allowed to not have airbreathing engines, as long as it can re-enter/glide down, this refers back to requirement 2, you are allowd to have a detachable plane-bit in the back, as long as it could theoretically fly or glide down. it needs to look sleek and cool!, bonus points for style! bonus points for the following: the docking port is mounted so the kerbal can actually get there via the cockpit - designing a space-addon that can attach to the back/front to take the ship further out!
  13. [quote name='Beetlecat']I'd love to have the "old" Mk-1 cockpit live on in this version.[/QUOTE] seconded. i actually prefer the old one to the new pointy one. the new one's hatch is in an anoying spot for builders of SSTO's (especially smaller ones with wings all the way up to the nose)
  14. but thats the odd part, how can a navball texture destroy the rightmost MFCD that has been working well BEFORE i switched out the navball texture? EDIT: whatver madness posessed that rightmost MFCD, it has gone now, without me changing anything. looks like an unfortunate freak accident that fixed itsself. so the replacing hte dds file was a good fix!
  15. you sir, are a scholar and a gentleman and jeb is rejoicing in his new high tech ship because of you! many thanks! EDIT: it does cause some minor side effect, i have just noticed. depending on the camera angle the right "small" mfcd switches between all kinds of button assets and being a sort of inverted camera? really strange ..... does mean it has to do with that file though, so your right on the money with that part. - - - Updated - - - unsure about DX mode and normal res, cause too little ram left to try. (hurry up with that 64x unity 5 stuff squad!) but what i meant was standard RPM screens and cockpits, no problem, modified cockpit: all other bits work, but its just the navball that disapears even the markers ON the navball work, its hust the navball ground/sky thing thats gone. after trying the solution to the problem below you post i got the navball back, but the right "small" mfcd spazzez the hell out, so the problem seems to be related to GameData\ASET\ASET_Props\MFDs\ALCORPFD\navball000.dds, but the specifics currently escape me because the mfcd stuff is wizardry to me XD my best guess is that the normal rasterpropmonitor has a fix for opengl mode, but this part pack might not have? (i did read about an old version of rasterpropmonitor having issues with openGL so that might be it :/ ) EDIT2:the ASET mk 1-2 IVA is working perfectly though, but it doesnt have one of those tiny screens. so the replacing of navball000.dds works for NEARLY everythign ,but the tiny screen on m pics (the rightmost one).
  16. this, also im guessin someone could write a plugin that could render a sort of cable (thats not actually there) (kinda like the shooting mods) would get around the entire physics limit problem.
  17. question, im using http://forum.kerbalspaceprogram.com/threads/96148-V5-0-RC1-released-AeroKerbin-Industries-Modified-IVAs/ which uses the asset packs. im also running open GL mode and textures on half res. everything else is working fine but the navballs in the cockpits are black (so no floor/sky indication) all other cockpits (using rasterpropmonitor) are working fine. is the black navbal thing something i can fix somehow? (i'd ask in the other thread but the person that made the iva's is only online like once every 4 months... so jeah.) things i have tried: reinstalling newest version of rasterprop monitor reinstalling resource pack(s) edit, after re downlaoding the packs i found out you also had a pack for the IVA of the mk 1-2 pod., tried it, loved it, but same problem, black navball.
  18. you ninja'd me XD, then again, im a dutchy! i can add sinterklaas to this aswell /basicly dutch santa, but instead of elves he's got people with sooth blackened faces in odd costumes XD https://en.wikipedia.org/wiki/Sinterklaas good luck for now on the internship blackrack!, and hell, with any luck squad will hurry up and add the unity 5 stuff quickly enough so you have more stuff to work with by then XD
  19. proposall: if shiney-ness and and lights cant be merged, it might be "clean" to add a config that removes the lightswitch option and in doing so removes unusable clutter. aditionally, the ven's stock revamp fix fix has some errors in it, i fixed them on my end but i forgot the exact details. it was the mk1 inline pod and the mk2 inline pod as far as i remember
  20. woo! go you -totally voting for the 3 man pod next!- will be watching this thread with interest !
  21. Currenly the apearance of the default fairings does not lend itself to a believable compatabillity with connrcted living space. making the config is easy, but if you design a rocket with them it leaves a noticable space-hole in between. is there anyone that can change the model so its more "solid" on the inside? preferably with the default "there is a tube here" grafic in the middle for the fairings so it can be used by people who like to have everything connected living spaces compatable ? (do note, im currently using vens stock revamp, im not -actually- sure the default fairings dont have this functionality, but im prety sure they dont)
  22. right i think i may have found my lighting problem partially, MasseFliegers config files dont have something like this MODULE { name = ModuleAnimateGeneric animationName = CockpitStandardLight actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } problem, when i added it it disabledgravity, destroyed my mfcd's, and pretymuch summoned cthulu. the problem is in animationName = CockpitStandardLight cause i kept getting a lot of 0ref errors. anyone have any clue what the light on/off function on de default 1 person cockpit is? (the pointy one, not the inline one) and preferably, the one from ven's stock revamp (im guessing the same name..)
  23. found the shrinkage problem, and got the nodes propper. fix for those wanting it: (it contains the three pod config files, with minor fixes, and an easy to use drag/drop/overwrite possibility ) https://dl.dropboxusercontent.com/u/15950995/fixed%20config%20files.rar i have included the connected living space patch aswell as a patch for venstockrevamp/texturereplacer users (currently its set up to use both, notify me when there are issues, or if you know the fix for the version a cockpit reflections.) EDIT: for MasseFlieger: it was caused by you referencing the model twice somehow, got some pointers from a user called InsaneDruid that enabled me to fix it be free to included the download/configs/whatever you want or need in your next release EDIT -a lot, i lost count- FINALLY found the last coding holdouts, fixed reflections for model B and C, technicly also for a but for reasons unknown to me, A is being a little ...spacekraken. did manage to fix all the light-toggles for the venstockrevamp models., the patches are included in the abode download link from my dropbox.
  24. you could just make a copy of the claw and rescale it i guess? C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\Squad\Parts\Utility\GrapplingDevice copy and rename the part.cfg file open up your coppied and renamed file, under the line that starts with scale you can add rescaleFactor = [size you want here] default is 1.25 so for instance rescaleFactor = 0,625 you would have a half-sized claw. so as to not replace the original claw, please also change the line "name =" to something like name = Graplingdevicesmall or name = Graplingdevice2 save when done
  25. im performing a wee bit of thread necro here, but, how does one use NODE{}? im trying to fix http://forum.kerbalspaceprogram.com/threads/96148-V5-0-RC1-released-AeroKerbin-Industries-Modified-IVAs/page17 and stop it from shrinking after scene change. a friendly druid helped me along the way http://forum.kerbalspaceprogram.com/threads/137275-question-why-does-my-cockpit-shrink-%28IVA-mod-ven-stock-revamp%29 and sent me here, and yes, the new config does stop the model from shrinking, but the nodes are now way off :/, please help me Cpt. Kipard, your my only hope
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