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Daniel Prates

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Everything posted by Daniel Prates

  1. Welll what the title says. The suit you can define with the wire hanger has many uses, like easily defining classes, level etc. Its a great feature. But is it for EVA only? In 1.11 I kinda remember that what you set it, it became the suit both for EVA and IVA... it was the case, wasn't it? Now I am using a brand new 1.12 install (and yes, texture replacer and kerbalized suits) and suddenly I became very aware that the "new" stock function of "design your own suit" (so nevermind if it is modded or not) is meant only for EVAs. As far as aI remember it affected both! Now, I pick a suit and it only applies on EVA. So they "change clothes" everytime they go through an airlock. Weird. Well, to make things short, is there a way I can force my selectable EVA suit into IVA as well? So the chosen suit remeins the same all the time?
  2. I won't intend to go into much depth here but yeah, it figures that engines are an entirely different animal altogether. TW scales impulse how? Squared, cubed...? Like "Double the size, double the power"? The number you mention make me think it is in the range of "fractions", if from 0.65 to 1.25 the power measured in Kn goes from 1 to 93, but the entire thing didn't just double in size. So what's the actual power increase ratio? If you do know of course, dont have the trouble of going through extensive testing.
  3. @DirtyFace83, how odd, now all the sudden (tbh I am not sure since when) my suit of choice appears only during EVA, when they are inside from mission start or coming back from EVA, they revert back to a generic white suit. I am probably doing something wrong, but I do remember that even by doing nothing and just choosing one of your custom suits, it would be on all the time: EVA, IVA, always. What could be happening? EDIT: wait it seems Benjee suits is a dependency, huh? Let me install it and report. EDIT 2: yeah, that wasn't it. The issue remains: F
  4. @Lisias you got me there, I was not considering that when you increase the radius of a cylindrical tank, you are also (and obviously) increasing the height of the same tank, so the increase is exponential. Duh. As for the delta-v, hmmm, I was also using an engine 'tweakscaled' to a different size. How are things in that department? Can I get away with murder enlarging and dis-enlarging engines at will? An even if I do, can it work differently for both stock engines and the wide array of mod engines out there?
  5. @Lisias as per usual many thanks on all the love you put into TW. 1.12 did wreck TW, didn't it? The poor thing. It was doing so well before. Lisias I report here the issues I WAS having before your newest version, because I want to know if this was what you intendes to address: 1. Some size changew would result wrong volume changes. Ex., 1.5 to 1.875 would result triple the fuel; 2. I would scale down some tanks and the quantities would scale down correctly, but, when I flew the rocket, the delta-v was huge! It must have been calculating as if it had the mount of fuel of the tank prior to being dowsized. I ask if this was expected behavior under non-updated versions because it always could have been a mod soup issue. Are things like that things that were happening to everyone under 1.12?
  6. Yes sure, sorry @jimmymcgoochie and @Space Kerbalisation Tech, I was kinda hoping this was a known situation already. Basically half of the FL-T fuel tank types (not all, half of them nearly) have the attachment nodes slided a little bit to the outside of the part so it attaches with a gap. Here is a link to screenshots to the issue: https://imgur.com/a/L4ui18h My mods are those in the imgur album below, its the best way I found to show my mods list. Which one could possibly be doing it? I can try uninstalling it to see what gives. I don't know which mods would mess with stock parts like that. TW perhaps? https://imgur.com/a/JCbocib I am using 1.12.2.
  7. Weird huh? Only seems to happen with the 1,25 white fuel tanks. You know when you make the green nodes pass on eachother and the parts just snaps into place? For those parts alone, they snap into place but a big gap is left between them and the other part. I can still slide the part to cover the gap, but it is weird as heck.
  8. ColdJ, tested it and all docking parts (which are only a few anyway) work fine with docking cam kurs, which @linuxgurugamer may also be glad to know. The whole thing works well actually. Good mod! I remember some of those parts, it is good to have them all on a single mod.
  9. Hullcam, that is the one.
  10. Allright thanks! I mention this because kurs will work with pretty much all docking ports but in some (I am guessing) the point from which the camera looks from is burried too deep within the part (is it from the collider?). I will test all of your docking ports and report here
  11. Oh my God this is excellent. If it works fine with "docking camera kurs", well then, its the best of its kind.
  12. Around Eve? Must have been quite the challenge to put it there! You use 1.12? There is a warning on the OP but I havent seen issues myself.
  13. Oh wow, I seem to have sparked some janitorial effort hmm? Thanks guys for looking into this. I've been using DKH with TR(old) and it works fine. Feels wrong tho, I feel i should be using TRR(new).
  14. Oh My God, dangit is back! Now that's good news.
  15. Nah, don't have to. Tested and they work fine together. This alledged incompatibility is BoGuS.
  16. @Lisias hey there! Ckan is telling me TW is not compatible with KiwiTechTree. I am going to go right ahead and call repurposed bovine waste on that, how could they hurt eachother?
  17. HHHmmmm..... I have been using this fine prior to 1.12. Now if I try to use it via ckan install, it warns me that is has 'texturereplace REPLACED' as a dependency. Weird, the 'texturereplacer' (non-REPLACED, so... older?) seems to be updated to 1.12, a rare case of the 'replaced' version being less up-to-date than the older version. Will try some mod soup in a few days, but has anyone tried this? DiverseKerbalHeads + TextureReplacer (not 'texture replacer replaced')?
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