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Everything posted by adriangm44
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
adriangm44 replied to IgorZ's topic in KSP1 Mod Releases
I might try. What are you looking for from testers? -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
adriangm44 replied to Mark Kerbin's topic in KSP1 Mod Releases
I’m having a problem when I am to use an applicant kerbal for a piloting lesson. The problem is that I use tp-hire, there’s no way it will let me hire the kerbal with the name listed in the contract. TP-Hire always generates a new name and new kerbal, the “stock applicants” are available in the persistent.cfg file but there are no where to be found in game. Could there be an update in which crew applicants selected for the contract are then, hired automatically?- 86 replies
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
adriangm44 replied to IgorZ's topic in KSP1 Mod Releases
Oh my word! That looks sooooo smooth! Is that KISv2??? Like REALLY REALLY smooth! No lag at all when you moved that tank away! -
@benjee10 I have a lil question about how to use ModuleWearableProp, as I want to use my own prop for personal use in order to have an extended EVA backpack for Kerbalism. This is what you have in your wiki: attachTransform Name of the bone used to attach the prop All i need to know is the proper code words for bones in this line. I want the prop to be attached to the back of the kerbal like the jetpack does, but I don't know the names of the bones as I don't have much notion of programming. And certainly I have not been able to find the EVA model and look for the name myself... This is what it have written on my .CFG : MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 5 reinitResourcesOnStoreInVessel = true } MODULE { name = ModuleWearableProp moduleId = EVAExtender propType = PROP // propType = HELMET - Replaces Helmet // propType = HELMETPROP - Sits ontop of the helmet // propType = PROP - Anything else disableHelmet = false attachTransform = helmet positionOffset = 0,0,-0.06 rotationOffset = 0,0,0 } Will it be attached to the back if I delete the line?
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I got it, as the game deletes it when I close it somehow. I cut it mid-loading so it didn't get to the menu. I'll have a look into it myself to see if I can do something. KSP.log ----------------------------------------------------------------------------------------------------------------------------------- No errors this time so far. I've deleted the DART folder from GameData, everything seems fine now
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- tweakscale
- plugin
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SIMPLE, but ACE. It's made my life so much easier, very much needed, thank you so much!
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
adriangm44 replied to Gameslinx's topic in KSP1 Mod Releases
Exactly the same, terrain shader is set to ULTRA and it just won't get the displacement.- 2,840 replies
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toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
adriangm44 replied to Gameslinx's topic in KSP1 Mod Releases
How to install the testing version from GitHub? I have stock planets.- 2,840 replies
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Yes! I am using it also with custom music. What should I do then?
- 725 replies
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- totm december 2020
- sound effects
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Music keeps getting muffled thouhg...
- 725 replies
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- totm december 2020
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Wow mate this is quite cool!!! As you may know, there’s a pair of Starship mods out there, and many people, like me, prefer using them for more immersion or realism. Is it possible to tweak myself this script and make it work for these other two models? They've already got a plug-in for the flap control so that part wouldn’t be necessary.
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I'll help you mate. Just send me a message on discord to remember me to send a video tutorial for you
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
adriangm44 replied to IgorZ's topic in KSP1 Mod Releases
Okay I’ve got an idea. what if I could add the EVA module to the far end of the cable? So when it deploys it becomes part of a separate vessel; it will get close enough to see the “attach joint here” message. Could it work? I’m at work so I can’t test it.. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
adriangm44 replied to IgorZ's topic in KSP1 Mod Releases
There’s a payload on top of a landed rocket, I deploy a built-in crane, then dock the winch on the payload, decouple payload from beneath and then off to the ground with the winch. Does that make more sense? Sorry if I wasn’t clear! And yes, I know the winch doesn’t dock until it’s fully retracted. I meant dock the winch to the port, the little valve part with yellow&black strips. -
That is, to my knowledge, something planned for the v3 of this mod. You can see it in the Roadmap
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
adriangm44 replied to IgorZ's topic in KSP1 Mod Releases
Would there be a way in which a winch and a valve in the same vessel could autonomously dock? These parts a very useful for cranes and it’s a shame only kerbals can attach them together and that only can you detach autonomously… -
Hey mate! How is the update going? Great mod by the way! I have a suggestion or an idea for a curved rail. I tried to use your mod to make a working crane for Kaiospace Starship that can bring payloads down to the surface. https://imgur.com/a/tbmOPlG <----- It takes 8 robotic parts to make this possible. That is a call to kraken, besides that I have to strut (with Quantum Struts mod) every robotic part each time I'm not using them to keep it stable. Will it be possible for you to make a curved one that could fold in like in the video and stick out of the fairing?
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Please mate update Star Wars mod! I had so much fun with it and it’s a shame it doesn’t work with the most recent versions of the game