Jump to content

achroma

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by achroma

  1. *cough*cough* A lot of stuff? Soooo i guess i'll wait then. The arrows on the small wheels are pretty persistent, too. Even after i went mucking about! I like to max out their tweakscale size and put a jet on the back. All the new stuff is damn awesome. Oh, and are you going to add a flag png to your mod? I'd like to put a big decal on this car for the next video.
  2. Ah, the tanks do not show up at all, but the names and textures do. And here's the output_log.txt.
  3. Soooooo. I've been skimming through the thread all the way back to December. That fuel mesh switch thing just isn't working for me. I've verified there's just one firespitter.dll in gamedata. I've tried the one that comes with B9 (R5-2-8 is the latest in github). I've tried the newest dll from the firespitter website (March 1 version). And just to be sure i've launched the craft with a tank set to LFO, and it is definitely not full of fuel. Is there a particular version of firespitter.dll i should be using? I have a dunce cap handy if there's another obvious solution.
  4. Man, feels good to be done with this one. Now i can finally move on to .90! Story telling with these little green dudes is freaking hard.
  5. Ok, this was a secret project i was working on, but i have hit a snag. Almost literally. I built a huge "railgun" track 100km from the sun. I have a ship that runs down the center, hopefully without bouncing around. Wheels would clip through the track, so i went with eight repulsors. Now, at two "segments" long the system works alright, i get some drag but its not so bad. At three of these segments long, the overpowered engines can barely squeak along at .7m/s down the tube. Even turning the repulsors off and on again does nothing. I have no idea how the repulsors work, so any advice would be awesome!
  6. Small feature request: a toggle key (on keyboard) to manually initiate shaking even with engines off. For making cinematics.
  7. Hot off the editor. Even made a thin foley track with rice and stuff around the office. Had to cut out like 15 minutes of footage because i was determined to edit it against this specific song. A peaceful first half is an ok consolation i suppose. Critiques welcome!
  8. Hullo fellow humans! Thought i should add my latest to this wonderful thread. Somewhat keeping with the trend it seems, this one's less of an outright cinematic per se. Editing-wise, I wanted it to start with obvious "i'm playing a video game" feeling and taper it down to something more cinematic like. The UI is frequently visible up to the mid-point, the title cards are aimed more at "the player" or audience than the generic time/location title cards seen in movies, and the camera shots are still sometimes just stock movement. Its one of my faster editing works, but i spent a lot of time thinking about it beforehand. Anyhoo:
  9. Nevermind, guise. Figured it out on my lunch break. I'm dumb and should have used TweakScale.
  10. If anybody knows off the top of their head ('cause i'm at work), how much weight can a single maxed out repulsor unit handle? I have a very large boat (700 or 7,000 tons, can't remember) that i'm trying to get seaborne. I'm using over 20 of the small kind, and tried over 10 of the big, but either way it's a hell of a trick to keep it above the surface. One slip and they all fall in. The idea was to have them inside the body, more than halfway up the side so that i could retract them and lower the bottom into the water for a normal looking boat effect (but they would still be on all the time). I'm doing this because B9 HX parts seem to sink quite readily. If this doesn't work i'll move on to USI mod floaties. Oof. Such work.
  11. Well i'm not Enigme, but i do have NEAR installed (for B9) and am experiencing the same problem, specifically the procedural flaps, of any sort, won't attach after the attaching noise and will eventually cause a crash. I'm not sure which log file you want, so here's both: https://dl.dropboxusercontent.com/u/62823/output_log.txt https://dl.dropboxusercontent.com/u/62823/error.log
  12. Looks awesome, man. I like being able to see the gist of the instruments at a glance. Are the staging buttons going to be added too? I use the MK2 for most of my craft. And i'm downright excited to see what you do with the changing the models for improved visibility in future B9 versions. Oh and that hot rockets atmo density thing made me drool a bit.
  13. While i've been enjoying the functionality of the drive, i find it just too big to be aesthetically pleasing. Its not the part's looks - its that i have to make very large ships around it. I wouldn't even mind if it weighed the same and had the same energy requirements, just something slimmer would go a long way.
  14. Hi! Here's my first post to the forum and the second KSP video i've made so far. Gradually getting less rough around the edges i think? <iframe src="//www.youtube.com/embed/zbUoDtyovW0" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>
×
×
  • Create New...