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Cosmic_Farmer

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About Cosmic_Farmer

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  1. I'm a bit confused about what's going on with the mod's assets. Loads of old textures are being provided, and some of the newer ones aren't there. I'm sure a lot of the ones which aren't .dds can be removed - most of them shouldn't be in use any more. All of the IVAs seem to be messed up. The housing ones were all fixed before. And some of the parts, such as the large space dock, aren't there. I'm going to dig up my archives of previous releases and see what might have gone missing. Once I get back into the process of exporting via Unity, I should be able to fix all of those issues, and m
  2. I'm having no luck getting this to work. I'm running the latest version with 32bit KSP 1.2.2 on Linux Mint. The stock game runs fine, except for the odd graphical glitch, and sounds work perfectly. With the mod installed, no music plays. Other sounds still work normally. The mod GUI opens. I can open the Player (which seems to take a while), but it always says 'none'. The button to show the tracks brings up an empty list. I can open the main Playlists window, and see all the playlists. I can add tracks to playlists, but it doesn't save them. I tried editing the playlists text file, but it does
  3. Is anyone else getting a bug with inverted interiors wheen using TweakScale? This is what I got at first: Note that the door should be where Bill's butt is. Switching to internal view gives an extreme close up of Bill's forehead. I re-installed the game, and had no problem. When I installed TweakScale again, I got the same issue.
  4. What are those little shuttles you have there? You might have a point there. If life support is installed, the crew should be consuming the resources anyway, but it might be worth adding in some consumption if life support isn't installed, even if they don't strictly need it to get by. I'm currently reworking some of the buildings and all of the internals to reduce unnecessary RAM/CPU usage - there are some very unwieldy parts! I'm planning to change the positioning of the observation deck and landing pads on the flight school to make more room for landing on there, but I'll have to see if th
  5. It seems like Green Skull hasn't been active for a long time, but can I suggest flagging his suit texture pack in the OP as adding head textures? The Bob, Bill and Jeb head textures in his packs are excellent quality, but hard to find.
  6. Is anyone still in control of these packs? Is there any chance of releasing a separate Head texture pack? The head textures for Bob, Bill and Jeb (and Prof. Kerbinstein) in the KSP suits pack really are very good.
  7. @Vorg: I had some trouble finding them myself, too. I've had them for a long time. They come from Green Skull Inc, as part of their KSP suits pack, and it looks like there's no real mention of them in the current Texture Replacer thread. I'll make a suggestion to have a separate texture pack for them. Here's a direct link to the KSP pack: http://www./download/dbzqibjh6f0rdwu/KSP-Pack-v0.38.zip
  8. @OakTree42: It would be easy enough to add in a civilian version of the stock crew modules (mk2, 3, etc.), or add the capacity to the existing modules. We could certainly use something for transporting them. For now, here's a config you could use: // Add civilian capacity to crew transport modules @PART[mk2CrewCabin] { RESOURCE { name = CivilianPopulation amount = 0 maxAmount = 4 } } @PART[mk3CrewCabin] { RESOURCE { name = CivilianPopulation amount = 0 maxAmount = 16 } } Here's a sneak peek at the improved IVA for th
  9. I rather like the idea of this. I'll have a try at modelling some tanks to go on a 1.25m centre, to take it up to a 2.5m diameter. Should be pretty easy to model, but I'm no texture expert.
  10. The aesthetic style of the mod is one of the things that drew me to it. It puts me in mind of 60's sci-fi and cartoons like the Jetsons. While building on the original models, I've really tried not to stray too far from the existing style, as I think it would be a shame to lose it.
  11. Aw shucks, thanks. I got held up a bit with the apartment complex due to IRL party/hangover issues, but almost done. I'll just run an in-game test and then submit it. I didn't have any immediate plans for animations on the medium or large hydroponics. I'll send you the blend files I have for those. When I get round to overhauling the farm, I was planning to add harvesters there, too. I checked out Oaktree42. He seems to do some interesting and entertaining stuff. I didn't find anything with this mod in it though. I'll look again at some other time. That super-massive colony ship looks really
  12. A quick update on WIP revision of the large apartment complex. Kerbals can now walk around inside the observation deck. It still needs a bit of tweaking, and I'll be adding a bit of new texture to it, but it's mostly done. I also tried to make a small video to show the new animation for the automated crop harvesting on the small hydroponics module, but my computer said 'no'.
  13. I had a lot of trouble, myself, trying to stop a class E asteroid from hitting Kerbin. I even went so far as to build a giant rocket man with two extra-large grabbers: There were two main flaws in my plan. After realising - once I arrived at the asteroid - that AGU's don't work with TweakScale, I had to edit my save file to get them back to normal size. But, once I'd done that, I found that it's very difficult to grab an oddly-shaped object square-on with two grabbers at once, and very difficult to keep aligned to the centre of mass. Back to CivPop, I'm currently trying to get to grip
  14. Speadge, that station looks great. I do think that a minimum of about 10 would be better for the reproduction. After all, they would probably be a little choosy about who to reproduce with . On the subject of cores for the large trusses, I think it might be best having a separate model for the core, and using the .cfg to add the frame and core into one part. It would save on memory. In other business, here are some pics of a small pod house I've been working on. Still not sure how big it should be, so here it is in two sizes, alongside the current smallest housing unit: Small: Not-so-small:
  15. I've used this mod for quite a while now, and wouldn't be without it. I've found it to be an excellent tool for mod development, due to the ability to easily and instantly get vessels into various situations. Keep up the good work!
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