GonDragon

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About GonDragon

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    Dragon Space Program CEO

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  1. Hey @zekew11, maybe you are done with moding and KSP, but if you ever c0me back, maybe this could be of your interest: It sounds like it could work well with both of your WIP mods: CRS and SP.
  2. New Update. Probably I should start to make this thread look better. You know, "No pics, no clicks". Maybe along the week. Also, I wanted to make a new contract pack, that reeplace all the stock ones, for a better progresion, like the SETI contrack pack, but also with some nice "secondary missions". But it's a titanic work, so I don't know. Maybe start with the basic, and if I feel it, keep it going.
  3. Hi! This is a small mod that I started mading by myself, but I thinkt that it could be nice to share it. I wanted a correction of the Stock Tech Tree that let me start with probes and then advance to crewed missions. The logic choice was the SETI UnmanedBeforeManned mod, but I don't like the way it changes the game. It just gives you a lot of usseless pieces at the begining, and is not very balanced in the science you need to unlock them. No, I wanted more stock-a-like experience, with a nice looking tree, and a balanced amount of unlocks for each node. So, instead of wait or ask anyone, I decided to make the mod by myself. Right now the mod is in "Beta", it may not be as balanced as I think it is, and I jet need to write a propper description with all the changes that I made, and also take some captures. You can download the beta here, in my Github. Special Thanks @Nertea, as I used (and modify) two icons from the Community Tech Tree for this mod. License (CC BY-NC 4.0) and attribution for them included in the download. @Ven, as I used (and modify) one SRB rocket from it's mod Ven's Stock Part Revamp to use in this mod. License (CC BY 4.0) and attribution for it included in the download. Required Mods Module Manager Recommended Mods This mod was thinked with these mods in mind, so they have special support and integration with this mod. However, you can still the mod without any of those. RLA Continued Ven's Stock Part Revamp PEBKAC Industries: Launch Escape System Community Tech Tree Suggested Mods Some mods that I think that can run smoothly with this mod (not tested yet). Science Revisited Revisited Mandatory RCS (Without parts pack). Recommended configuration: 2 or 10 times the realistic force. Stock Antenna Balance or Remote Tech with the SETI configs. SETI Contracts Things TO-DO
  4. For reference, the Ven's Stock Part Revamp do something like this, with his service bays. In the VAB, you can open and close it's doors, but they will always shows itself as semi-transparent. But in flight, they always are opaque. I can't think of any example of parts that become semi-transparent in flight, but Ven's code could be a good starting point.
  5. Oh, do you want long landing legs? Here, take this.
  6. Well, the last update about this mod it was the wednesday, you can't expect a daily update, even in the most actively updated mods. A mod could have weeks, or even months between updates, without being "dead", all depends on the time, patience and desires of the mod author. Being enthusiastic about a mod, helps. Ask about updates or even about estimated times for release, usually not. Just have a little patience, and tell the mod author about how amazing his models are, because they are.
  7. RemoteTech it's what are you looking for: But read carefully what the mod do, because it's a complethe overhaul of the CommNet system.
  8. It's posible that, if you have an .MU file of a model that wasn't maded in Blender, then this Addon don't recognize the format of the file and can't load it?
  9. Hi! I'm doing some experiments with this mod, and I think I nailed the fuel type switch but... about the mesh switch, I think I didn't get it... Reading the Wiki, and looking for some examples in Near Future Mods Github, I ended with something like this: MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch switcherDescription = Boattail SUBTYPE { name = No transform = ¿? } SUBTYPE { name = Yes transform = ¿? } } I don't know exactly what put into transform. I guess I should put there a name that point to some structure where the mesh is defined, but I don't know what that structure is. In the mod that I checked, the name was something ambiguous, like "ColideA". To put everything in context: I have the meshes and textures of two diferent engines, I want to use B9PS to being able to change between one engine and the other... Only the meshes (and probably, the colition box), no other effects or stats. Can someone help me? Thanks in advance.
  10. I think that Potato is the part that represents the asteroid of the game.
  11. Do you have any mod that add more stars to the game? Because that's sounds like a problem with Kopernikus. The solar pannels in this mod works perfectly (Except that the unretractable ones can't being retracted, even by engineers).
  12. Oh, my bad, I was testing your mods with multiple tabs open, and just messed it, sorry BTW, I love your mods, they looks awesome. Thanks for the update! Now, I only need that GPP update, and then I will be ready to go for a new career.
  13. This is a Parts mod, it do not use any plugin, so it should work perfectly without any change. Unless the OP want to make any kind of rebalance, the only thing that he should do to update is change the name of the thread. I didn't tested it tho, so I could be wrong. But it most likely that this mod works perfectly.