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Everything posted by achroma

  1. Heya! The emissive for the Mk3 Crew Saddletank is somehow broken. The cfg doesn't seem to be the culprit tho (latest release on github): Is there supposed to be an emissive dds file that looks like the windows perhaps? *shrug* The dds files in there are 4-pixel white squares unless i did something wrong.
  2. Ah nuts. Guess i meant "Unplug". I pulled an old version of KSP (Like KSP 1.1) and an old version of KAS to grab these shots:
  3. Am i crazy or is there a detach option missing from the connector/winch AG options in the VAB/SPH ? Highly useful, especially for cinematics. I see it when its already attached as a right-click option on the winch, which is unfortunately not as useful. Like if it was available as an AG just on the winch (all the time) that would work just fine.
  4. Hi! I love your work, especially the cargo nose! If you find some spare time I'd like to request a hollow cargo version of the Mk3 T-Hub, Mk3 X-Hub and Mk3 L-Hub. So we can drive around inside wiggly cargo bays.
  5. Artificial gravity plates like in Star Trek or Star Wars would be awesome. Just a 3x3m surface attachable square that generates gravity. Maybe a slider for the gravity. I'm aware that Gravity Room was created, but the download is gone and the mod has gone defunct AND it was the wrong form factor. We need something to put in our cargo bays and on landing pads!
  6. Naw i found em, just noticed how short they were! Went into the configs and lengthened the max travel aaaand the tubes were then floating mid-air So i went back to some older KSP versions and found that I was the crazy one! Might i add though, the longer they can be, the better. By the by, thank you for the immense effort that you must have put into resuscitating this mod. Its genuinely huge.
  7. Ok, i've never had Sequencer work flawlessly for me. At some point it just forgets how to work. Sometimes wiping out my sequences, sometimes not responding to a hotkey, and sometimes failing to proceed after a "Wait for servos" or wait timer. The game itself is stable, all windows accessible and servos can be manually controlled with default IR UI controls. After the first play, sequencer buttons become ineffective, but register input. I'm on 1.3, 64bit, Sequencer 1.0.3 and IR 2.0.12, active struts folder deleted -- Log file Any help appreciated.
  8. Am i crazy or did the ALG used to have nesting tubes for further extension?
  9. Are the critter crawler legs working for anybody on 1.2.1? I've installed the latest animation module, but the legs seem to be inoperable...
  10. Does the hover mode + stop/anchor have collision avoidance? I had two craft hovering very close, and i couldn't get them any closer for unloading cargo :/ Had to use Vertical Velocity + HLA instead. But on the up side i've been having fun with drone lighting! They behave very well, thanks to your mod! I'm just a terrible driver!
  11. So my CPU liquid cooler pump decided to die on me last night. BUT i did save a few pics. I was on 1.2.1 and just rebuilt an old design: http://imgur.com/a/2Jl7F Time warp was eventually the problem. Don't think this happened the first or second warp. I had closed the bay prior to a long warp, but noticed the panels had bunched as i was warping (pic 3). When bringing it back to normal time the whole door popped out at 'full' extension (not shown). Upon later warps (because why not) the stackables would pop out more and more. Of course i tried retracting and extending, changing scenes, reloading. Blah. I'd get you the logs if i wasn't scared of frying my CPU. It'll be a week before the part arrives :/
  12. Holy crap this mod has come far! Awesome job! I'm totally going to use this on everything cinematic, but... is there currently a way to close the waypoint path into a loop that the craft repeats? I didn't see anything simple in the video or the manual. Probably possible with a macro? Right now i want my VTOL to fly by a cliff so i can jump my rover into the cargo bay. But i seriously doubt i'll get it on the first try. For the time being i'll just overlap the waypoints back and forth. Like this: https://youtu.be/GX-SYhzfaf0?t=2m11s but with a moving target instead.
  13. Since you can get static ground coordinates, would it be troublesome to add a feature where you can target a nearby vessel and have the mod follow it (regardless of vertical location of targeted vessel... 2D tracking i guess)? I've always wanted a pack of drones with floodlights to follow my rover at night :3
  14. Oooh sounds like interesting stuff has been added, i'll try it out tonight. Frequently i've added a dock to the top of my VTOLs, set control from there, then use smart ASS to always point up. Its good for hands-free hovering. But it sounds like i won't need that anymore! Actual question, and i'm not sure if anyone can answer this: If i set the VV key binding to one of the Action Group numbers, will it turn on if i transmit that number to a non-focused, loaded craft using Smart Parts? eg. I got two VTOLs falling through the air, i'm flying one, but want to tell the other to hover.
  15. Hey Diazo! Just wanted to say i use this mod on a daily basis, absolutely can't live without it. It seems to be more gentle than alternatives out there, especially when dealing with somewhat noodle-y ships that generate oscillation. Very handy and very easy to use, so thank you. I do like inigma's suggestion. Hovering is nice, but micro-managing horizontal drift can be a pain during complicated missions. For the last while I've been locking ships in place with the Q-strut/truss bug, but need to see if that's still around in 1.1 soon. Hadn't even heard of Landing Aid before, so i guess i'm installing that when i get home! If the two mods combined, i sure wouldn't complain.
  16. Verrrrry interested in the geometry recording part of this mod. Particularly playing back a dozen or more at the same time if possible. I'd be able to add some life in the backgrounds of my cinematics, assuming the lines can be turned off during playback. It'd be awesome if this could be updated.
  17. Sooo i was trying out the Mecatrons... are there plans to make them easier to set up? Such a cool idea, but it took 6 Actiongroups to get full functionality.
  18. Stock-a-like looks nice, but that B9 variant is making me drooooool. Ever think about a shiny gold canopy?
  19. I was just thinking how much i'd love for the props to actually be a parts pack. Little place-able glass windows, meters, buttons, etc. Stuff for rovers or other open-cockpit things. Obviously one wouldn't be able to IVA and interact with the stuff, unless the chair was like Roverdude's jumpseat. But for aesthetics? Or cinematics? I'd use the .... out of them.
  20. So i only read back about 5 pages, but as long as you're working on the mod, one thing has always stood out as a huge problem: the cargo bays. They absolutely hate having anything attached on the inside. Like they'll do a chaotic jitter bug dance. And they tend to explode if there's anything clipping them. But I really love this mod pack, it's got great style and utility. Right on par with B9 for me.
  21. Okaaay. I had a weird bug where having the Structural rework models in the same folder will show the IR editor once, but after closing it, it will be closed forever. So i removed the structural folder and did a fresh IR install. So, i went about building my big ship. Uses four Powered Hinges (default straight one). At 286% the movement works fine in the editor, but after launching the hinges only want to move in and out a tiny bit. I'm trying to move those giant B9 engines, needs to be big. Shrinking a pair down to 100% and they move fine, where the back pair, still at 286% do the weird thing. With all at 400% they're still borked. Also i'd like to second the idea of having a move to Center/Default button in the editor. Launching with a hinge at .03 is absurd. But awesome work, guys! Glad this mod is getting more love. Use it on practically every craft i launch.
  22. Have there been any reports of problems using repulsors on more than one craft in the same scene? I can only get the repulsors on the last craft activated (from KSC or SPH) to work. When i switch to the next craft 5m away, it won't lift up. The malfunctioning vessel still responds in every other way and the repulsor right-click looks fine. Plenty of power. If i leave the busted craft behind and out of range and then return, it blows up skyward just as though its repulsors were working. Tried recovering and loading 4 different craft, restarting the game. Nada. https://www.dropbox.com/s/vdyy8g2bs48k55p/output_log.txt?dl=0 http://imgur.com/a/n4M8f If i've done a stupid, please let me know. Thanks!
  23. Cool stuff here. Haven't been on this thread in a while. Eddie - Kerbcam has a Developer Tools button at the very bottom of the settings menu. It'll unlock two more camera modes. Component will make movements much smoother. One-Way - got some cool shots in there. Westi - Here's a thing that disables the yellow messages by pressing Alt-M Lita - I like that your editing is getting tighter, keep pushing. I know it sucks to trim off hard-won footage, but you gotta distill your idea. inigma - ...i'll just say kudos. And now for a loud commercial.
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