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Errol

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Everything posted by Errol

  1. Hmm, damn, I'm sorry I can't tell you which one it is specifically, I've got about 200 mods installed at the moment. I'm guessing it would be something like firespitter or bd armoury though, they contain modules to add animations to parts.
  2. Not sure if it is a mod I have installed or if it's stock, but my heat shields turn black as they deplete alblator. Perhaps look at their .cfgs to see how that is handled, you might be able to implement it on other parts. Just going to guess, it may require alternate textures.
  3. I'm also trying to figure this out. Haven't been able to find an answer in this thread so far...
  4. I yes, I'd forgotten about that one, thanks. I realized what I was looking for was probably just an mm-config and lo, I found it in here:
  5. Trying to find an old mod that added a tweakable deployment angle limiter to stock payload and service bays.
  6. That's probably it, thanks (I've been installing and testing mods like crazy, hard to tell if something I read I'm remembering is from years ago or just 45 installs ago).
  7. Coming back to the game after a while I seem to remember a mod that lets you purchase fuel in orbit without having to actually fly it to orbit. Can't remember what it is called though...anyone know?
  8. So I've been doing some more testing. For context, I haven't really played ksp in years, so I'm still learning about all the changes in stock and my fav mods. Started with a fresh ksp 1.11.2 install, new career save game, and tried checking to see if jeb and friends get orange suits as expected; they do. Then I add in only earn your stripes and flight tracker. Now no matter what settings I use in the difficulty settings, it seems like jeb and friends or the rando big four get vateran status stripped. I tried every combination of the 2 sliders for default and veteran suit I could think of, and even turning the strip veteran status options off. They always get white suits. Last night I was trying earn your stripes with about 150 other mods, and seems like it was failing to strip veteran status. EDIT: So I jsut noticed the post from a couple pages back that says that EYS doesn't work on eva suits anymore. So I tried doing some flights to earn veterancy for a kerbal; jeb in this case, and his white suit in the astronaught complex did turn orange....so I guess this mod is working as expected and I was mistaken. I also learned about the coat hangers in the astronaught complex in this thread, didn't even know about that. I don't mind manually switching the EVA suits when someone gets promoted, that is fine. Here's a log from today:
  9. The strip honours is working for me in the astronaut complex, but not the flight scene. Any ideas what I might have done wrong with the installation?
  10. I'm not sure what even is all available to mod (I honestly haven't even launched ksp in over a year, life's been a bit much lately), from what I remember the kerbals always had gloves on. I would be down to have this 'head' pack include gloveless hands in skin tones when ever a kerbal is shown in atmosphere, similar to how they can be shown automatically without the helmet (don't remember, that is a TRR feature, right?). I don't really want to touch suits or other props with this pack though, I want to leave that up to the user to decide on from other packs, such as yours. Heck, I think I'll even add a link to your mod when I update the op for this thread with a comment like "as seen in..." or something...
  11. @Aazard Yeah, I've seen your mod, and really like the idea. I'm glad you are picking up the modding mantle. Personally though, I don't think I would use your mod in my game. I really like the old stock and veteran orange suits, and also really enjoy mods like Earn Your Stripes that chooses which of those two suit types each kerbal gets to wear, based on accumulated merit rather than just being jeb or val etc. As such, I would like to keep my simple, singlularly focused humanColouredHeads pack available as an up to date stand alone. I less than zero competency for most of what you talking about in your last two posts though, so I would be willing to credit you with solving this problem in the change log for this heads pack.
  12. @Aazard I would love to be able to fold your fix into this mod listing with an update, so that it can be considered feature complete and updated to the latest KSP/TRR...
  13. It isn't that I want to be having long distance relationships, it's just that that is all that has presented itself so far in my life.
  14. I live rather isolated in northern ontario, and so this has been the constant struggle, stagnating long distance relationship, or loneliness. I am in the process of buying land closer to the military base I served at, to building myself a new larger (I currently live in a tiny house I built) home in the still rural, but much less isolated area there. By all rights I should have already moved over there, but as it stands, currently closing date on the deal is the end of this month (covid has delayed everything), having not left me enough time to move and properly set up for winter (new property is fully treed and will need permits for a driveway, a bunch of clearing, and a septic installed at minimum before I can move there. A well will be required also. Anyway, point is, I'm stuck here for the winter again, freshly single, just in time for darkness and seasonal effective disorder. My husky is a good companion, but isn't the best for bouncing ideas off of when I'm trying to figure out if I actually understand the oberth effect or w/e..
  15. [snip]. I was dear johned through a txt 5 days ago, and despite being well into my early 30s have never managed to have a relationship that wasn't also long distance. She 'only' lived an hour away, which felt local to me, relatively speaking, and couldn't even be bothered to tell me to my face. Meanwhile, I've driven 6 hours one way just see a romantic interest for 15 minutes to let her know it isn't working out (the relationship had been deteriorating for a while) in the past... I've never had cause to fill out anything other than single on a government form. As a veteran I have several orders of magnitude more time sleeping within arms reach of several stinky dudes (other soldiers) than I do next to a woman I want to wake up next to. Hence the dark launch failure joke in the OP. And, as previously stated, I am a dog person, have a dog, and dislike generally passive aggressive creatures; such as cats. Furthermore, am highly allergic to cats. Enough about the cats dude.
  16. Appreciate the suggestion, but I'm a dog person, and already have an amazing husky.
  17. soaring words. thanks for the help guys.
  18. Ah, thank you. I had seen iron sky pop up in my searches, but I hadn't even considered watching the trailer as it seemed so ridiculous. Still though, a fun sequence to rewatch. Thank you for the sleuthing!
  19. So I just watch "For all Mankind" season one, and it made me remember seeing a trailer for something else I cannot find now. Help! All I remember from the trailer was an apollo-esque lander performing a 'routine' landing at a moon base or something, in front of a camera already set up. When they touch down, the two astronauts groan as they release advertising banners on the outside of the craft for the world to see over the camera. That's all I remember. Does anyone know if this was a show, or a movie, or just some silly commercial for something?
  20. Hmmm...weird, edge loads the image just fine, but firefox doesn't....oh well.....anyway, that is a super cool looking little stubby shuttle. I'm looking forward to making the smallest/slowest moving possible WIG, use the space centre as an obstacle course...
  21. Thank you so much for your efforts. I only understood about 50% of what you said here, but it sounds like good news. On a somewhat related note, do you have or would you consider a patreon account to help mitigate the stress of the clunky process for modding ksp? (I'd love to help make sure you always have a coffee or beer in hand, as per your preference, while working on ksp mods) EDIT: also, I'm unable to see the screenshot you attached to this post, is that just on my end (my browser) or is it just the file name txt for others too?
  22. Sorry about the cross-post, didn't realize this mod had a release thread when I posted in the dev thread. @Capital_Asterisk Do you think it would be possible to make a multiplier for the ground effect available to module manager so users can define it on a per part basis? I really want to create some alexander lippisch style wing in ground effect craft, which have optimized reversed delta wings with anhedral angles, almost like a hover craft skirt, which perform far better in ground effect than traditional wing shapes. I basically want to use MM to create duplicates of the stock wings, intended to be used in this different orientation, with a 2 x multiplier on the ground effect. In reality they enter ground effect at a larger % of their wing span than regular wings do. The Ekranoplan was able to achieve ground effect at about 10% of it's wingspan, while most of the WIG crafts shown in this link are able to achieve it at about 50% of their wing span....I imagine just applying a multiplier to the effect would be easier than altering the calculation of wingspan and altitude, but I'm not a programmer. I love that ksp mods so often abstract aspects of physics from reality in order to be more playable or for performance reasons, so either a per part lift multiplier, or a per part wingspan % mechanic would be fine with me. http://www.hassanhameed.com/?page_id=1108 X-113:
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