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About Krakatoa

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    Sr. Spacecraft Engineer
  1. It's an unfinished part. I asked a couple months ago.
  2. Is there a way this could be made to collect info on total amount of different resources recovered? Maybe leaving out LF/O cause who cares, but things like Aurum from WBI or Exotic minerals, etc? Great work!
  3. Unity Version for 1.3.1

    I'm attempting to create a couple in game items, and I'm at the point with my first model that I need to run it through Unity to turn it into an actual thing. The most recent official forum note on the matter was the release of the PartTools version for Unity 5.4.0p4, which is findable on the Unity website, but there's a more final version, 5.4.0f3 when you first look for 5.4.0. Is there an official word on the download of Unity and version of PartTools for creating something for 1.3.1? Thanks!
  4. [1.3] - Modular Kolonization System (MKS)

    It's a setting in PatchManager, and if it doesn't correctly change after switching the option and restarting, you can find it in the Active Patches folder in the PatchManager folder in USI, then just delete it there.
  5. Thanks for everything, and especially the LV-N patch for this update! Gets movement back in several of my sats and saves me further failure in cfg manipulation
  6. What is specific to your Nautilus plans? FWIW, I use IVAs fairly often. Maybe not for precision moves where I'd rather see the map and details, but quite often, especially when rovering and sometimes flying, so your efforts to make the sweet IVAs we do have are appreciated.
  7. I also like the wheel base of the 2U chassis, usually use a 1 and 2 half pieces to get the same effect, but it does stack up part count over time.
  8. In theory, MM is consistent across all the mods that use it, so long as version numbers are the same. There may have been something wrong with one or the other.
  9. [1.3] RealPlume - Stock [v1.0.0 - 14/9/2017]

    You're on the right track, now just extract the contents of the zip's gamedata folder into your install's gamedata folder.
  10. Mod Request - Wide Angle Lights

    Is Kerbal Electric not what you're looking for?
  11. There was a minor but significant base code shift, so a bunch of mods aren't working just yet. Basic recompile needed on them, but a number haven't had a chance to get around to it.
  12. As my introductory foray into 3D modelling after following the tutorial on the Modelling and Textures subforum, I decided to make a pack based on volcanic propulsion. I present to you the finished textured model of the first attempt, the Magma Chamber fuel tank. The current plan is to add at least an engine and a command pod of some sort. At this point, I haven't processed the part through Unity, through I think I have set up the collider correctly in Wings3D. Any advice on where to go from here, even as far as the shape of the collider I should use or anything else would be greatly appreciated! I'd like to add glowing emissives to the lower areas of the mesh, as though the inside were glowing, and will have similar effects on the engine. License is MIT
  13. [1.3.1] Pathfinder - Space Camping & Geoscience

    This may be more of a question for the BARIS thread, but since I don't use it, I don't have the expected life time as a reference. How do you see the hierarchy of permanence of your different mods? I think I saw you say MOLE was the beginner tier, and I know Pathfinder is theoretically short-mid term, but what about Bison gondo-buildings or DSEV vehicles? I'm guessing Sandcastle will be the top tier of permanence/establishment of a base on a body. I know the new part says Ranch House, but with all the pieces around, it looks a bit like a pad-toed chibi octopus. I'm okay with this, just an observation
  14. Gotcha! No, that doesn't seem to be the case. I was even able to completely take apart the caught hitch with KIS/KAS and let the rover drop free, then reassemble the hitch to the rover on the ground. Worked perfectly since then.