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Skalou

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About Skalou

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    Atmosphere rattler

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  1. v1.0.3 is out. at least compatible up to KSP v1.11.0 Check the online changelog for more details.
  2. Oh yes, i missed that, i will look at it ! thank you
  3. v1.0.2 is out. at least compatible up to KSP v1.11.0 Check the online changelog for more details.
  4. New version 1.0.1 available, See the Change Log and the 1st post of this thread for more details.
  5. New version 1.0.0 available, at least compatible up to KSP v 1.9.1. See the Change Log and the 1st post of this thread for more details. BACKWARD COMPATIBILITY: In previous versions older than v1.0.0 the option was toggle-able in the editor via the part's right-click menu "Add Top Hatch". There is a compatibility patch file for the transition named "DEPRACTEDcompatibilityPatch.cfg.txt" located in "Kerbal Space Program/GameData/MK1CabinHatch", you have to rename it to "DEPRACTEDcompatibilityPatch.cfg" (remove the .txt extension at the end) to activate it. So you will have both ver
  6. v1.0.1 is out. at least compatible up to KSP v1.9.1 Check the online changelog for more details.
  7. Ok, as this is really a TweakScale specific bug, @Lisias could add a patch like this for the checking all the parts until this bug is fixed. I will integrated this patch in the meantime however.
  8. Thank you for the report , strange bug as this is a stock feature, can you report it to the tweakscale mod? In the mean time, i made an updated compatibility patch for tweakscale, it seems to work, can you replace it with it and check on your side too please? // Module Manager patch for "Ablative-Airbrake" to be compatible with "TweakScale". // Needs the mod "Module Manager" to work. //Author:Marcelo Silveira, Skalou @PART[AblativeAirbrake]:FOR[Ablative-Airbrake]:NEEDS[TweakScale] { MODULE { name = TweakScale type = free_square } // Remove cost and mass modifier for part variants
  9. Hello, Still not dead ! Even better, a new version 1.0.0 is available with A dark version! at least compatible up to KSP v1.9.1 Check the online changelog for more details. This part is now localized, Translators are welcome for untranslated languages ! (for now only in English and French) Enjoy
  10. no problem, maybe check in game when zooming out or in if there isn't artifacts (or not too much), because of textures overlapping. if yes set your windows position a bit farther from the main mesh. here is my mod just in case:
  11. yes, i'm not a pro but at least some of the stock parts are like this (mesh in multiple separate pieces etc..), i also use this trick in one of my mod, so no problem
  12. your transparent faces are maybe with their normals reverted, you can flip them manually or recalculate it (in Blender at least), maybe an option in unity too (not sure about it), by default Blender show double-sided texturing faces, you can change with an option called "back-face culling" (or something like this) and so you will be able to see the flipped faces easily.
  13. maybe, but how do you want we know it? you don't show your model, config, etc... (p.s: i made some engine working with emissive)
  14. crap paper, shame for them to "forgot" Valentina Tereshkova. (and all other non nasa women except in the tittle) [snip]
  15. the "10km above highest point" are not totally accurate too, example with : "The Mun's highest points reach a maximum altitude of more than 7061 m" https://wiki.kerbalspaceprogram.com/wiki/Mun Dv map: 14km (counting the 10km above i understand) "Tylo has a rocky surface. It has a varying elevation between 0 meters (Tylo baseline height) and peaks of more than 11290 meters." https://wiki.kerbalspaceprogram.com/wiki/Tylo Dv map: 10km but all these Dv numbers are good enough for me, even on no atmo bodies it will depend of the rocket.
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