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SchwinnTropius

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Everything posted by SchwinnTropius

  1. @Azimech has a good locking hitch design that uses the smallest control surfaces with the small black and white nose cone. I borrowed his design for my own trucks with great success. You can see it in this thread.
  2. Made my first custom part. It's nothing special, but the knowledge gained will be incredibly handy for future parts.
  3. That works. Thank you @Randazzo. But now I have a new issue: model appears tiny in VAB, and the catalog on the side says its 2 cm, I intended it to be 2 m. Any ideas? EDIT: Nevermind, figured it out using advice from another thread (this thread for anyone peeking in).
  4. I just started modelling, and I seem to have a good handle on things, but apparently not as much as I thought. I've been looking at guides on these forums as well as YouTube videos, and none quite yet explain my issue. I'm trying to make a simple box as a structural part just to learn the process of getting stuff into the game. I can get as far as creating the .mu, and my node definitions in my .cfg have integers where needed (as it's a slightly modified version of the stock Modular Girder Segment), but the part doesn't show up at all in-game, and the log states that the model doesn't exist. I'm not sure if it's something in Blender(v2.78a) or Unity(v5.4.0p4) that I'm missing. KSP 1.2.2 output log: Current .cfg: I can post screenshots if necessary of what I have in both Blender and Unity tomorrow morning, work will keep me occupied until then. Any thoughts?
  5. Can you specify exactly which folders to install? There's a lot of stuff in the PartOverhauls Source folder...
  6. As Snark has said, the HG-5s are handy early on, playstyle permitting. Two sats with two HG-5s each in highly eccentric polar orbits plus another identical sat or two in equatorial orbit gives great coverage back to Kerbin. It's a good start for a comm system, and everything can be easily upgraded later with better relays.
  7. Not sure if you were planning on covering it in your video about alexmoon's transfer window calculator, but you may want to mention TriggerAu's Transfer Window Planner mod that implements the calculator in-game.
  8. After looking at the imgur album, something like that can be done. I can probably put together a config for a part that does that with existing models in this mod, but I think @Snark should be the one to give the final go-ahead on it. (Plus I'm at work on break, and using mobile so can't quite write anything right now)
  9. @Darth Jeb It probably can. Any chance of a link? I have an idea, but it's also 5am here and my idea may not quite sync up with yours.
  10. Ah, ok. Thank you. I saw bits of that here and there in this forum but it helps to have it all in one place.
  11. Love the concept of this mod, and I have tinkered with it a little bit in my current career. Since I haven't seen any of the shows, I'm a little lost in how to put these together and use them. Any chance at some point of a basic instruction manual (as un-kerbal as that is)?
  12. Just in time for the holidays, for those that decorate trees for the season, here's a little something I put together to celebrate the holiday: I've had the idea for a while to make a Christmas tree light out of Snark's BL-01 light with the Z-100 indicator model, and I wrote a Module Manager patch to clone the light to make it happen. Link to the patch here. Tree itself is made from Fuel Tanks Plus adapters, with the root part being the Mk1 Lander Can. This tree can be downloaded from KerbalX here. (Fuel Tanks Plus, IndicatorLights, and the linked patch are requirements)
  13. Didn't show there either. I found the imgur bit to embed it directly into my earlier post, so now all can see it in its BlinkenLights glory!
  14. Happy holidays! For those of you that decorate trees for the season, here's a little something I put together to celebrate the holiday: http://imgur.com/DryjTYh I made a part clone of the BL-01 and added the mesh from the Z-100 battery indicator to create the tubular light like those used in Christmas trees. Phasing of the light blinking could use a little tweaking to look more uniform, but it's pretty. Module Manager patch in the spoiler if anyone wants to have their own "tree" light. EDIT: Now available on KerbalX if you want to download it for your own save. (Requires the patch above and Fuel Tanks Plus, FYI)
  15. Minor graphical issue, non-gamebreaking: Upon leaving my career save to exit game, KSPI leaves a residual icon on the start screen. Just figured I'd point it out. If there is a better place to mention it, I can report it there. Thank you for this awesome mod!
  16. A few other mods add their own hard-coded loading tips; I noticed this when I downloaded a couple of Snark's mods, which add a few loading tips thanking various forumers.
  17. From what I can tell from my recent install of KSP Interstellar, PorkJet's Atomic Age parts are within KSPI. I feel it's worth noting that Angel-125 made a modified version of the PartOverhauls that has mesh and resource switching, using a custom plugin. So far, it plays nicely with KSP Interstellar Fuel Switch. Link is from the PartOverhauls page in the 1.2 prerelease forum.
  18. Saw your post and decided to tinker with the LEDs with a Module Manager patch. How does this look? The LEDs don't look too bad in this location without the hatch either.
  19. Sounds like this could be done with Module Manager configs; it saves from directly editing in-game files.
  20. I just like how the mk2-3 cabin comes with its own (very long) Terms of Use.
  21. Any chance the trailer pictured can be downloaded too? I'd like to see the coupling mechanism for myself in game so I can build my own designs.
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