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Randazzo

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Everything posted by Randazzo

  1. Uh oh, sounds like it caught Pol syndrome! Thanks for the warning
  2. Launched the Dres Expedition Vehicle and the expendable propulsion modules, then realized they needed some kind of extra support because they wobbled a lot more than I was hoping. Went up with an SSTO spaceplane to install some KAS/KIS pipes to do the job.
  3. @KSP_linux0191 Assuming that nothing has changed: Black - Nothing to stage Pink(ish) - Staging is locked. Either you locked it or something else has gone awry. You can lock staging by pressing ALT+L. Steady Green - Stage is active, you are in flight. Flashing Green - Stage is ready to fire Orange - Stage is firing.
  4. Welcome to the forums! As James said, the "What did you do in KSP today?" thread is pretty active most every day. You can also try to answer questions in the help section if you see something you can help with. Just interact with people and eventually they will notice. :)
  5. It's time to go to the place where nothing ever happens (allegedly)
  6. EDIT: Figured it out. My own fault as usual. If you find yourself having issues importing .mu files for models with normal(bump) maps, use blender 2.83 (ignore that +) and it will work fine.
  7. You've done it again! This was the first rover specific mod I ever downloaded.
  8. No, simply having a module node in a .cfg file or patch does not constitute distributing the original mod. In fact, patches like these are the way many mods can continue to be used even when they are very restrictively licensed and abandoned. Since the original mod itself is not being distributed, there is no licensing violation. Edit: But if you find yourself worrying over it, you could always politely ask Roverdude for permission and understand that he may be very busy.
  9. If you create an appropriate module manager patch, you can place it in your own folder and it will make adjustments to .cfg files elsewhere as directed. Since you are only distributing the patch and your own original work, you could release it under any license you choose. If you include any portion of the existing mods then you must adhere to their licensing requirements. @zer0Kerbal may be a good resource for you here.
  10. Tired of being stuck with limited propulsion options? Construct your own engine clusters! Download: Spacedock Distributed under CC BY-NC-ND 4.0 license. In addition to their mount capabilities, all engines are surface attachable to facilitate cluster construction. There are four surface attachable adapters with built-in interstage fairings: 1.25m Ultra-Light Interstage Cluster Adapter (for landers), 2.5m Ultra-Light Interstage Cluster Adapter (for landers), 2.5m Cluster Plate, and 3.75m Cluster Plate. Along with these, there is also a large 3.75m mounted Expanded Cluster Tank with a large base for attaching clusters and carries fuel but cannot be stacked, and three node-based adapters cloned from the stock 2.5m-1.25m multi-adapters. As seen on 2 Minute Mods! Q: What do I do with this pack? A: As you might guess, make engine clusters. Attach a cluster plate to the bottom of your fuel tank (found in the STRUCTURAL tab), then attach engines. The standard and lightweight adapters can all be included in stacks. Q: Do these replace stock engines? A: No. There will situations where a single stock engine suits your rocket better. These are only intended to help remove some of the limitations of stock propulsion. They are also not intended to be "stockalike", though they have fairly similar statistics to their stock counterparts. Q: This is too easy! A: Don't use it! What's New Version 0.6 Official Re-release All engine models updated to work with new stock functionality to provide multiple variants EXTENSIVE .cfg file updates (yeesh) New throttle animations Corrected and adjusted effects transforms No changes have been made to the plates or stock derived adapters This is an OLD mod that I have decided to update to work with the current KSP version and the new stock mechanics. Just keep in mind it is OLD. Just look at what stock looked like at the time in the demo video. Original thread:
  11. I thought it was pretty good, the only transition I found jarring was at 3:25 when it just popped to a plane on a big beat. I have no experience though, so consider me a dumb consumer.
  12. This defines KSP for me Welcome!
  13. If you have the breaking ground DLC, there are deployable science experiments you can put on the surface of planets. One of these is a seismic sensor that returns more science the more seismic activity you generate... by crashing into said planet. Just sayin'
  14. I will occasionally look for some specific things on YouTube, but generally don't watch people just playing unless there's a good hook like @seyMonsters hard career mode series.
  15. New stuff is ARR while I'm working on it. There is not currently an Omega variant but that probably wouldn't be much trouble to add when I finish my current project. Thank you for the suggestion!
  16. My favorite engine I've ever made. I know these engines are old and the textures don't keep up anymore, but these had variant switching and articulated hydraulics before it became common in stock. My texturing skill was and still is pretty lacking, but the VC-8 and VC-10 were pretty much the culmination of my modeling ability back in the day.
  17. I'm out of guesses then, you should be good to go. Let us know what the problem was if you work it out.
  18. Looks like you have a pack and the kerbal arms are in the activated position.. what keys are you using? For kerbals on EVA the controls are WSAD, Shift, and Control unlike vessel RCS.
  19. Looks like you're off to a good start! Are you using Blender?
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