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MaxShadow

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    Rocketeer
  1. Damn, I guess that in some cases, only mod authors are able to do these configs. Anyway, thanks for taking the time to try it. If you're interested, this is the plugin I used to import the model: http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon It works with Blender (free). Perhaps you find it useful someday. I have no idea how to use these modelling programs. Oh and thanks for the updated SP+ config!
  2. I'm trying to add compatibility with the mod Hangars. The problem is that the models are separated in many sections (main body, front door, back door, left leg, right leg, etc...). Some of those sections share the same texture, but all models use more than one texture. I've made the "_paint" files, but if I use Deepreplace it wont look good. I tried to add the ModulePaintable more than once to the same part, but none of them is painted in-game. The part has the module, but I can't paint it. I'm not sure if that's because I can't add more than one ModulePaintable to the same part, or because I'm using the wrong "Specific =" flag :/ I imported the models to Blender using a plugin, that's how I got the name of the sections, but I'm not sure if that is what I have to write in "Specific".
  3. Hey people, do anyone know how to get the flags of textures in a model? I'm trying to make a patch for a mod, but its models use more than one texture.
  4. I bet those kerbals got their brains displaced during lift off. PD: Squad bought Spaceplanes plus? Nice I hope they buy RemoteTech, FAR and DRE too
  5. WOW that's a lot of spaceplanes. I'll definitely take a look at some of them, specially the biggest ones like the Wedgetail and Albatross. Also, a freaking KR-2L on the back of the Dementia?? THIS IS MADNESS (?) I've read your guide too. Pretty straightforward. Not too long, but it covers some aspects I haven't seen explained anywhere else, like the control surface tweaking, and using flaps and spoilers for landing. I'm using NEAR right now, it's like FAR, but a bit simpler and without the aerodynamics analyzer. I'm starting to get the hang of it, just need to learn to make a good balance between mass and lift. By the way, thanks for the answer!
  6. Does this still work with karbonite? When I select it in the resources list, nothing is shown, with or without SCANsat. The other resources are working fine. The science overlay doesn't show anything either :/
  7. I like the resource depletion idea. You could make it so when you start extracting in one spot, it creates an area with a certain radius, where the extraction rate is reduced. The reduction multiplier and radius would raise logarithmically over time. Using another device, or through prospecting, the player would be able to reduce the multipler and radius, but he wouldn't be able to extract in that area at the same time. About prospecting, it's also a good idea, but taking in account that low gravity moons makes rover driving a real pain, it would be a bit tedious to find karbonite only this way. You could make it so the detector has less maximum effective range, with 0 minimum range. The radius of detection could increase inversely with the altitude, so you get a big detection range when you are landed. Finally, about the consumables... I personally don't like that idea. It would make the mod harder because you would have to bring spare parts with you, increasing dry weight. And after some time you would need to deliver more (when you could simply send some fuel to your refueling station). You could make more devices to produce these parts, but that would add complexity. With KSP-I and MKS/ORS we have enough resource production
  8. 4.0.0... I see there's an update. So it's a bug? Well that's better. At least I know it's not supposed to mine that fast.
  9. Nice mod Roverdude! I was using Kethane until I saw this. Wanted to use both but due to memory limitations I decided to keep Karbonite instead. Being able to collect the resource from air and sea is a really good addition. However, land mining feels a bit OP. I just sent to minmus a little ship with two big tanks and three drills, landed it in a good spot (+4000) and started mining. The tanks got filled instantly... Looks like a single mining ship can feed any amount of refueling stations, being the transport the only obstacle. Too bad Karbonite is not edible While this is better than having to change the mining location all the time, it also makes interplanetary travel much more simple and less challenging. If you are using extraplanetary launchpads, it makes you completely forget about getting fuel, forever. I think that the collection rates should be nerfed because Karbonite is also infinite, and that feels really unbalanced.
  10. I just came here to say thanks for this amazing tool! I've managed to launch a few full space stations in one go. I was going to suggest an option to use "Onion" staging (All engines fire at once, fuel flows from one entire stage to the next), but I noticed that doing this, or firing the engines in different stages without fuel lines gives almost the same Delta-V, so adding that option won't affect the program calculations at all. The only difference is that you start with more TWR, so you get out of the atmosphere faster. It's slightly more efficient. I also noticed that using different engines produces a very similar Delta-v. NERVAs for example, they can burn longer, but also have less thrust, so, in fact, you get almost the same Delta-V. I'm not sure if I understand these mechanics correctly, but seems like the maximum Delta-V depends only on the maximum fuel and total mass, not the engines, but I guess I'm missing some details. Anyway, great job! This tools is really useful. EDIT: Ignore that last paragraph, I was looking at atmospheric stats. NERVAs give more Delta-V in vacuum, so the maximum Delta-V also depends on the Isp.
  11. Nice mod, there aren't many good rover mods out there. I really love those wheels, but there's one thing I dislike. The side wheels are too high when you set the Height to 0. That way any rover chassis touches the ground most of the time. It would be better if the 0 Height was lower, like at the same height as the attachment point, because if you set a higher height, the wheel arch doesn't lower, and that flying thing looks a bit weird.
  12. Does this mod show the closest distance to target in a rendezvous? I can't find anything to toggle that, it's a bit annoying to move the mouse over the rendezvous point after every change in the node. Kerbal Engineer only shows the closest distance from your actual orbit, but I need the distance between the target orbit and the planned orbit.
  13. Damn you're right, it's always the same thing Kerbin's satellites are pointing towards the active vessel. That's why the connection works when I'm controlling the long range satellites, but it gets disconnected when I swap to the short range probes. Those long range dishes have a really narrow signal cone. I feel really stupid now Anyway, thanks for the help!
  14. First of all, great mod! I love it. KSP probes are OP without this mod, and I always hated the lack of usefulness of permanent satellites. However, sometimes this does not work as intended, at least not as I think it should. Right now I have a group of satellites in Eve, but the connections are not working well. This is the setup: The probes A, B and C are equipped with 5Mm Omni Antennas, and a disabled short range dish. All of them are in range with the adjacent probes. The long range satellites 1 and 2 are equipped with 5Mm Omni Antennas, 2 Long Range Dishes pointing towards 2 satellites orbiting Kerbin, and 2 disabled Short Range Dishes. The long range satellites have working connections with Kerbin, but the short range probes are disconnected and I don't know why. There's at least one (A,B,C) in range with a (1,2) all the time, but the omnis are not connecting them. When I check the connections in the map, it seems like the long range satellites are sending signals to the little probes, but these are not sending the signal back. All ships have full power. Also, those probes came attached to a little carrier, and they lost connection as soon as I detached them, even with the antenna deployed and being at a few meters of the carrier (wich had a working connection)... Is this a bug?
  15. I've found the problem. I forgot to change a line in the hatch config when I added the kethane texture, that was bugging the part.
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