Jump to content

FiiZzioN

Members
  • Posts

    347
  • Joined

  • Last visited

Everything posted by FiiZzioN

  1. Yes, it'd be nice to have the .dll that does it for you. Sadly, as said in a post above, spaceport is gone and you can't download it anymore. There doesn't seem to be an alternate link.
  2. Well, my guess was correct. In the standard version MODULE { name = ModuleSAS } isn't added to FalconMainTank. Thanks to RedAV8R for letting me know that it was a missing module/three resources causing the issue. Hopefully, Laz will fix this so others won't have the same issue. It's fixed for the Low def and High def, but not standard.
  3. Just downloaded it tonight from the first post. If this helps at all, I downloaded all packs in standard definition. Maybe it wasn't fixed in all texture versions?
  4. Nice parts! The only issue I'm encountering is with the Falcon Main Tank. Once in the VAB, if you mouse over the preview of the Falcon Main Tank to select it, it pops out of the box and gradually increases in size as if you were zooming into it. After you hover over it and it does what was just mentioned, it quickly flickers in between the last item you moused over before that; quite quickly I might add. It's quite the unique issue. So far it seems to only affect this item, luckily, it doesn't affect the placement of the item. I looked over the part config and can't seem to find anything that could be causing this to happen, so I'm stumped. I would say it's an incompatibility issue, but all other parts are fine, and this is the only time something like this has happened. Any help is appreciated.
  5. Tac converter modules: Carbon Extractor: MODULE { name = TacGenericConverter converterName = Carbon Extractor // Number of units to convert per day (24 hours) conversionRate = 8 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.9, false, Waste, 2.218, true } Water Purifier: MODULE { name = TacGenericConverter converterName = Water Purifier // Number of units to convert per day (24 hours) conversionRate = 8 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = WasteWater, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Water, 0.9, false, Waste, 6.382, true }
  6. I'm currently having an issue with folders. The problem is when I quit the game and come back in, the folder icon isn't saved and is back to the default folder icon. The weird thing is it happens almost everytime I open the quit and come back, I say almost because when I quit and then came back a bit ago, it had actually remembered the icon that I'd set it to. If anyone could help with this, it'd be greatly appreciated. I agree somewhat. I've developed things where I have a donate button, but it's at the very bottom of my description. I include it in the final product, but it's hidden away in an optional tab that, if you so choose, you'll never have to click on. What annoys me the most with this case is it sticks out like a sore thumb. It's a bright yellow button on a partially transparent black background. What I did was change it to a dark box to where it blends into the background a bit better; now I barely notice it. Here's a link to the alternate donate button texture. This is what it changes it to: Anyways, it's up to the author how he/she implements a donate button. Some keep it to the side and some put right in your face. At least in this case you can change the texture so its less noticeable.
  7. Often times it's small things that get changed that make the biggest difference, whether noticed or unnoticed. It's not that it's much of a hassle to click the arrow to show the navball, it's just irritating that you should even have to open the navball to begin with. In a game that involves launching rockets into space, navigation is kind of important. It may take all of two or three seconds to click the arrow, but that's valuable time wasted if something is going wrong and you forgot to open it before you started the launch. Please, don't take this as a hostile response. I'm just trying to show reasons why this is a very useful plugin. Boy, don't I wish there was a way to convey a person's "tone" in a forum post; it certainly would save a lot of hassle! Anyways, I've rambled on long enough. Once again, bawr, thanks for the awesome plugin!
  8. Thanks for this. I could've sworn that that I read through quite a few posts to see if it had been asked before, oh well. Anyways, I do agree with Alewx that a MM config file would be more preferable and easier, but at least we can change it. Once again, thanks for the help!
  9. Is there anyway to fine tune the min and max degrees of rotation as it was in previous versions? I find it quite hard to hit the desired number perfectly. Say I want a hinge with only 45 degrees, it'll hit 43.21, 45.73, 46.09, etc. If anyone can help with this it would be greatly appreciated!
  10. When are we going to see the TAC pack introduced? That's thing I've been personally wanting the most. I also agree with what woot said above: "I second the idea about batteries -- basically anything with surface attachment that doesn't have to be could be made better with this mod." Great mod, and I hope to see the TAC pack being released soon!
  11. I just wanted to say thanks for such an awesome plugin! It's so helpful I can't even think of words to describe it. This is now in my list of must-have mods. Once again, thanks for the work that you've put into this!
×
×
  • Create New...