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Burning Kan

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Everything posted by Burning Kan

  1. hope that helps @Svm420 https://wiki.kerbalspaceprogram.com/wiki/Module#FlagDecal
  2. go to the alcor thread: https://forum.kerbalspaceprogram.com/index.php?/topic/50272-143alcoradvanced-landing-capsule-for-orbital-rendezvous-by-aset-08022017/&page=84 there will come updated landing legs here the cfg for it in the meentime PART { // --- general parameters --- name = ASET_LL module = Part author = AlexUstas // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2 // --- editor parameters --- TechRequired = advLanding entryCost = 4100 cost = 340 category = Utility subcategory = 0 title = ASET Landing Leg manufacturer = A.S.E.T. description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = srf maxTemp = 1200 //CoMOffset = 0, 0, 0 breakingForce = 800 breakingTorque = 800 MODULE { name = ModuleAnimateGeneric animationName = KLLDeployAnim isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle allowAnimationWhileShielded = False } // MODULE // { // // name = ModuleLandingLeg // // animationName = KLLDeployAnim // wheelColliderName = wheelCollider // suspensionTransformName = Piston // orientFootToGround = false // landingFootName = FootHing // // Axis is aligned forward instead of up // alignFootUp = false // suspensionUpperLimit = 0.65 // impactTolerance = 6500 // suspensionOffset = 0, 0,0 // suspensionSpring = 5 // suspensionDamper = 0 // } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = locator23 rotatorsName = locator22 } CONSTRAINLOOKFX { targetName = locator22 rotatorsName = locator23 } CONSTRAINLOOKFX { targetName = locator17 rotatorsName = locator19 } CONSTRAINLOOKFX { targetName = locator19 rotatorsName = locator17 } } MODULE { name = USI_InertialDampener } }
  3. love the new hatches & the round windows & the lights(green) great improvement for the FOV(hope the kerbal dont sit to high/or near the glass) open/closeable storage doors OMG rover variant (iam speechless) the inside sunk handrails also noteworthy(dont stick out like on the old one) the will have a diff mass . YESSS, thats i want to hear/read i guess the kerbal sit both in the first line ,or not in the middle like in the old one ,or the had the window frame in front? nice news/great work thx
  4. http://kerbaldevteam.tumblr.com/ edited:missed the thread for:https://forum.kerbalspaceprogram.com/index.php?/topic/179470-a-preview-of-the-mk2-lander-can/ great news!
  5. and where the from?(mod).looking nice
  6. all clear ,thx thought that would not run good on a normal system,but never say never maybe in ten years from now?
  7. i open it with dx 12 and all looks good so far,sry to come upwith this again but is the warning also for dx 12 users?
  8. works well in 1.5.1 whats your prob- just say its broken dosnt be very usefull.install it again with all depencys.
  9. dont see the sens of what it should bring to attach a kerbal to a ladder,wile as u sayed squad fix the ladder gliding glitch in 1.5 in the first tests your tether works fine for situations like this -will investigate more this weekend
  10. Thank you very much, tbh i havnt test it much but its a long term project - testphase yes the performance would be a problem- and to be honest tethers dont change the game much,(not so cool as i thought-same with mag. boots) but your mod s are GAMECHANGING. THANKs
  11. please can u specify "behaving crazy" the tether dosnt collide, so goin tru a kerbal all other work well,so far. if u could say whats crazy i could test it in near future.also want to let u see this: https://www.youtube.com/watch?time_continue=14&v=IxRD3rQdyZ4 sumgai post it in tether tread:https://forum.kerbalspaceprogram.com/index.php?/topic/176230-tethers-anyone/&page=2
  12. @UNSC someone else had this idea https://forum.kerbalspaceprogram.com/index.php?/topic/174462-emblemevamagnetic-boots-light-eva-mechjeb-evastuffpre-release/ ups it was me
  13. congratz to release but could u make a stock only DL version, wile i havnt this tons of mods u support
  14. so when i change some colors and stuff could it be then shared?
  15. thank u omega for clarification , edited :so just to use not to share,thx the second
  16. wait if i make a SS from the making of video would it breach the EULA?
  17. Hey -ctn- welcome back! i sorry to be that guy but if u mean with this: PartVariants at this time only let u change the texture and the model not the part modules(maybe u cant things change over the model itself -noclue) maybe helpful:https://forum.kerbalspaceprogram.com/index.php?/topic/173441-partvariant-guide/
  18. Ive learnd a lot from MJ like beginn turn at 3-4km high,trottle to perfect speed in atmo and much more,also the infos are very helpful.dont can understand people can hate this feature
  19. Hello DMagic

    first i wanna say thank you for all your time and efforts u put in these(your) mods.

    can i short ask you why u didnt include the EVA Scanner?,

    would be great to scan with a kerbal in a rover.

    thx BK

  20. coincidence? then it was a good coincidence -while i try to reactivate Asets ERS rover glass,i like modest People(but who doesn't) =)
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