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About bcink

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    JWST Kerbal Engineer

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  1. Yep. Sorry about that. A couple things were out of whack. Part tools had broken on me. Thought this was in the clear but obviously missed it on testing This should be much better, just replace the file in the solar panel folder https://www.dropbox.com/s/rjoe0h6d8ijsx0d/MAH-Panels.zip?dl=0
  2. Thank you! Whoops! Fair point there though - The final "design" was sort of hodge podge - For some reason I was thinking I could keep the stages / engines combined in one part (as that's how the thing came originally) but that can't really be done and so I just cut the engines out from where they were and made it into a piece as it was. It should probably have a more clearly defined top / bottom, visually speaking.
  3. You can delete the autolight.cginc file all together from the folder and restart unity as a temporary stop this error
  4. Don't forget to program forced failures on all the ULA launches.
  5. Heck. Sorry. This fix was supposed to be in the release.... You may replace the battery .mu file with this one: https://www.dropbox.com/s/a6jz7jbea55biww/AresBattery.zip?dl=0 Warning: I believe this will break any existing craft with the battery on it. Thanks,
  6. Hey, here you go! https://www.dropbox.com/s/ouj7avzkrfht77z/cap-nodock.zip?dl=0 Just unzip and put the files into the "cap" folder. I *slightly* increased the height of the cone and kept the parachute as well as the hinges (otherwise it's just really weird). The only colliders are on the flat piece and the nose cone though, so you can overlap a docking port a bit onto the hinges and its alright. Cheers!
  7. Hey, thanks! Yes, that is definitely no problem. I will make it happen.
  8. No apologies necessary. I read you loud and clear
  9. Thank you! I am messing around with the previous Hermes in my spare time, seeing what it will take to bring it back to life. It shouldn't really take much. I won't be re-doing the textures on it but it looks like some work needs done either way. (Getting the habitats to rotate properly again without Infernal Robotics, why there is some weird texture artifacts going on, looks like a normal map is needed or something, I don't know exactly yet.) Anyways, these mods take up a *lot* of time. I have to break in between these things. So maybe that... and if anything else next possibly the habitat.
  10. Most likely I will not be getting to that. If time permits, I would fix the Hermes so that it works again and just re-release the thing as it was previously was without any texture updates. If I do model anything else in the near future it would be habitat-related.
  11. Update (MAV Release) is now live!
  12. I won't be re-doing the Hermes, but I keep looking at what was in the previous release thinking it wouldn't be all that hard to just port it over / add it to the pack / make sure things work.. I dunno.. We will see. Don't get hopes up on this one though. In other news, release of the MAV is happening soon
  13. Thanks That's a good point. I can definitely take a look at this. Tipping is always a *major* concern with a 3-leg. I almost like it that way but if I can help some suffering I will try ;] On that note - the legs now have working suspension. And I still hate doing legs and hope they die. And I know that doesn't really make sense, but I really mean it ;} Also... not to brag or anything, but I think this thing looks awesome: Also.. the nosecone can be decoupled, and you can put the pod into Mark Whatney mode at the push of a button if you want the storyline immersion effect:
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