Jump to content

SchwinnTropius

Members
  • Posts

    308
  • Joined

  • Last visited

Everything posted by SchwinnTropius

  1. I like the mood of where this is going. Still patiently and eagerly waiting for what's next for Emiko Station.
  2. Currently RCS Build Aid might be your best bet. It doesn't extend the Center of Thrust marker, but it does visualize the torque that your engines will induce.
  3. After letting the story stew in my head for a bit, I have some thoughts as to why Emiko and Chibi share as much DNA as they do. When Emiko first went to Earth, her DNA was edited to make her more human. Someone (the ETs, I think) had to have a template ready to go and knew Emiko's transition would go smoothly, aside from green skin and her new speech patterns. To allow Chibi to become kerbal, it was a matter of mixing Emiko's DNA with Chibi's and applying lessons learned from Emiko's transition. Chibi so far seems to have no side effects from her transition, but maybe in time they'll appear?
  4. Just spent the past month on and off reading the thread from page 1 to here. I haven't been this excited to read forum pages in a long time. Normally I can see plot twists happening from kilometers away, but here it's always a pleasant surprise. Thompberry had me concerned for pretty much this whole time since he became a brain pod thingy. Maybe it's just me assuming the worst of people, but despite his heroics and his control of the evil "files" in his system, I wonder if he would turn again on our beloved crew given the chance. Chapter 90 ("Kalifornia") eased those fears of mine just a tad, but we shall see what happens there. Overall, a truly epic saga. I hope it continues for a very long time before the much-dreaded "The Saga of Emiko Station has ended".
  5. I see octagonal stop signs here in California. What about making a cuboid planet? It'll have flat faces, and the vertices can be the mountain tops above atmosphere (atmocube?). Being at the center of a face can make you feel like you're in the center of a canyon, I would imagine.
  6. @Critter79606 My apologies for misunderstanding initially. I'm glad you found a solution. I need to study on the new syntax for future patches.
  7. @Skalou well, I'll say it works for now, and I can work with anyone that wants to make patches that will influence mine. I do want your hatch mod to continue looking awesome.
  8. @Skalou the only time there would be some kind of fail is if these patches were installed without the base Indicator Lights mod (like you did for testing), when the patch would then try to move non-existent stuff. As long as these patches are installed with the base IL mod they'll work (no Kraken summoning ).
  9. @Skalou, @Critter79606, just did some testing of my patches and I have syntax that works on my system: I tried using :AFTER[IndicatorLights&PartOverhauls] but the patch wouldn't work at all and left no obvious errors. The syntax in the spoiler seems to work as expected for me, but can you try this out and see if it works for you (if you have not already done so by now)?
  10. Made my first successful IVA. It was slow going, and this end result is spartan, but it's functional. The dash isn't big enough to accommodate the compass, so it still needs work. But still, not bad for a first go.
  11. So after playing around with stuff, I got something good to work. Once I can figure out how to make this look less toy-like, I'll really be in business. EDIT: A little more tinkering and the colors seem to be working perfectly. Now I'm off to teach myself how to make IVAs.
  12. Ooh, I missed those details when I was last browsing the IL wiki. I'll tinker with it during this week and I'll report back. Thank you again for this epic mod. :)
  13. This is precisely what I was attempting to get at. I was asking about the emissive bits because I wasn't sure how much different the diffuse shaders were from emissives. I noticed you added support for the tint shaders and I had planned on trying that, but the only shaders with tint that I could find were particle shaders that had undesired side effects. The use case would be for new parts that I intend to make, with textures that allow the material color to show through effectively. Specifically, I intend on making rover bodies in the shapes of vintage cars (anything up to about 1970ish) and I would like to be able to choose the body color, and the texture would only be for windows and details like for the car doors. Understandably this wouldn't work so well for existing parts for the reasons you describe, but this would be intended just for new parts.
  14. So I have a thought on a possible feature to add: I would like to be able to adjust the Emissive Alpha (how much the mesh glows) either in the VAB/SPH or in a .cfg/.xml file. I have an idea for a parts mod that would allow the user to choose any color for the part but without an emissive glow in the dark, kinda like the old KerbPaint. How difficult would it be to add that functionality?
  15. Isn't the title of Captain a bit long overdue for good ol' Jeb? Great mod idea.
  16. Impressive return shuttle. How do you get it back up there though?
  17. To make parts for KSP, you only really need at least Unity 4; Unity 5.4.0p4 and its PartTools is required only if you intend to make KSPedia pages (to my current understanding). Personally, I like to use the Unity version KSP is currently running (5.0.4p4), but it's not strictly required to run parts through it for the game.
  18. That works. In any case, take your time, no rush for product or replies. I'm just glad that all these light look awesome.
  19. Resource indication is already done in IndicatorLights, if you want to take a look.
  20. Whatever light mods are out there don't have the depth you have put into this mod already. Keep on your current plan, maybe add even more light fixtures over time. Otherwise, this is perfect.
×
×
  • Create New...