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Doc Shaftoe

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Everything posted by Doc Shaftoe

  1. @pTrevTrevs How did you make your Lunar Rover? I can't quite figure it out from the fantastic pictures you've posted.
  2. If you want additional reference images, NASA's technical illustrations and familiarization charts are available online. Here's a link to the Mercury page.
  3. That looks correct. Waterfall plumes are intended to expand as the atmospheric pressure drops, and in a stock game you're technically outside of Kerbin's atmosphere at 70km. Real rocket engines do the same thing!
  4. You might need to set up the RCS thrusters to only fire in certain ways. The manual listed in the first post tells you which RCS groups to set to which axes. That makes the shuttle a lot more controllable in orbit. I would also recommend using DPAI or a similar mod to help you line yourself up.
  5. There's a good chance it's just the usual funkiness from a KSP update. 1.12.3 dropped today, so your installed mods might not all be compatible.
  6. That certainly sounds like a rescale issue. Check the configs to see if the scatter rescale option is set up properly. The giant boulders do look cool though!
  7. Benjee10's historic suit pack has a plugin that allows for separate IVA and EVA textures and normal maps with the stock suit switcher, but I don't think it works for different suit types. At least not yet.
  8. @madethisfortheguides Sure, here you go. You should be able to drop that onto your existing Texture Replacer install. It's the custom file I've been using as a default replacer, but you can drop it into your custom suits too if you want different visors. If you have it in the default folder like I do, you can run the TR reflections alongside the Vanilla suit switcher.
  9. That also looks like the dds file for the pre 1.5 Kerbal model. If you're still running a pre-1.5 version of KSP then you should be fine if you flip the DDS file vertically, but if you're running a more recent version of the game it won't map to the model correctly.
  10. 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?
  11. 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 halfway through. The lack of frames coupled with robotic arms being kraken bait was incredibly discouraging. The modules were still assembled in order, but I started using automated tugs and heavy lift vehicles instead of Benjee10's S.O.C.K.
  12. 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.
  13. 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.
  14. You can already sort of "fake" that with one of the stock EVA items. It's either the EVA repair kit or Experiment kit.
  15. 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.
  16. 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!
  17. 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!
  18. @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.
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