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Doc Shaftoe

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About Doc Shaftoe

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    Rescuing the rescue missions

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  1. If you check one of my earlier posts on this page I mentioned that I gave up on the shuttle launches pretty earlier on. Between the wonkiness and kraken bait of using the SRMS to move modules and wasting all of my propellant trying to dock, I just used BiG rOcKeTsTM to get the job done. My solar trusses also didn't explode, but I flew them up in more traditional payload fairings so maybe it's a collider issue?
  2. The white bags on the express pallets are the resource containers from Habtech 2. The express pallets are attached with micro docking ports. The JEM experiment rack is just covered in different science parts from Bluedog Design Bureau, Tantares, and other mods. The large boxes are Tarsier Space Tech experiment containers. The Columbus lab has some universal storage modules attached to its exterior. At least I think they're from Tarsier Space Tech. I launched the JEM with the external rack attached, just not in a shuttle. I gave up on trying to replicate the actual ISS missions about
  3. These suits don't include their own visor texture, unless you're referencing the ACES helmet. The reflective visor in the screenshots is one of the new features in KSP version 1.11.x.
  4. I don't have a single craft file for the ISS. I built it in pieces over the course of multiple launches. Very much like the real thing. HOWEVER, I'm probably never doing that again. The thing is certified Kraken bait. Not the Habtech modules though, those are all rock solid. Still, you can reproduce that pretty easily using this mod, Tantares, and Conformal Decals with Kerbalized decals and flagpack.
  5. You can already sort of "fake" that with one of the stock EVA items. It's either the EVA repair kit or Experiment kit.
  6. I think we're all looking forward to what you come up with next, but take your time! Thank you for the awesome work you're doing, it's really breathed new life into old mods.
  7. Huh. Did you download the plugin from Kopernicus Extension or Kopernicus Extension Continued-er? If you got the plugin from the former, it might not be updated for the current KSP. I don't know what to tell you other than that. ModuleManager patches don't need to be in specific locations to work as long as they're within your Game Data folder. Worst case scenario you can try adding the "allowFootprints = true" section to the RSS planet configs. Good luck getting your footprints working!
  8. The PQS section of the Kopernicus planet config. Mars and the Moon have MM patches to add footprints bundled with this mod. Here's the patch for the Moon. Both patches should be in EVO/Configs/Misc_Configs/Kopernicus. If you want to add footprints to other bodies, just copy this code and change the body name. Do you have the Kopernicus Expansion footprints plugin? The mod's been broken up into separate plugins so there's a chance you may not have the plugin that you need. Just in case, this is the footprints file. Hope this helps!
  9. @Rocketry101 You'll need to make sure that all of the planet configs have "allowFootprints = true" under the PQS section. Either that or you'll need to write yourself a little MM patch to add it to the planetary bodies. I feel your pain with getting footprints to work, it's sort of an obscure process to figure it all out.
  10. Footprints are part of Kopernicus Extended, and require a footprints section in the planet config. TUFX adds post-processing effects and you may not have any preset active. Check in the sidebar for the TUFX icon and enable a preset from there. Double check to make sure you don't have any conflicting EVE configs, as that can make things get weird. Auroras should always be visible, so you might have something conflicting.
  11. If you're using the latest version of Texture Replacer you may need to enable the "personalized suits" option in the Space Center menu. I'm not 100% on whether or not the latest release is backwards compatible, but that might part of the problem.
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