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RandomKerbal

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Posts posted by RandomKerbal

  1. On 11/25/2021 at 7:58 AM, Szymex99 said:

    Hello, i REALLY nedded some colony improvements and i stubled upon this famous mod. Mechanics are super cool, but my god, the textures are ugly and sticking out of the rest. Especially if you are using some kind of textur mod like Restock. Can you please make the mod looking just a little bit better? And maybe integrate them with station parts expansion redux? Because there is a lot of part that could work as workshop. 

    Perhaps, you mean that you are really impressed by this mod, and would like some improvements in texture because they are kinda out-of-date. However, you could use words like "bland/plain/not stock-alike" instead of "ugly/sticking out/my god(in terms of describing negative things)". That would sound more sincere and polite. (but if u really are mocking this mod, then i have no words)

  2. 5 hours ago, kerbiloid said:

    Google, "hitchhiker whale petunia"

    (A long and dull explanation).

    Basically, a meme from that book. Missiles get turned into a whale and a bowl of petunias falling on the planet.

    The whale is here.

    THERE'S NO LIFE ON LAYTHE, it was the Infinite Improbability Drive all the time!

  3. Just saw this post today, and I have been wanting such mod for a long time, way back in KSP 1.2.2...

    I have a few questions. First, there is a feature known as "Same Vessel Interactions", where parts can push each other on the same vessel. Does parts that are attached on other animated parts have the same effect when moved?

    Second, Does the engine gimbal animations works as well?

  4. 19 hours ago, OrdinaryKerman said:

    Stock inventory needs a part to have ModuleCargoPart to be put in a container, and many mod parts still don't have it. So this nod allows parts from any mod to go in stock inventory without waiting for those mods to be updated to include the module.

    "Stock inventory..."

    Or do you mean "stock parts"?

  5. I have been using KIS till now, and I never touched the stock KIS before, so I don't really understand what does it mean by "...which will add the ModuleCargoPart to all parts which don't already have it". Does it mean that not all the parts can be placed in the stock inventory? Or does it mean that some parts that should have inventory, does not have?

  6. On 3/8/2021 at 1:37 AM, Kerbaderp said:

    If parts have variants, is it possible to make some shiny and others less shiny (or turn off TU for some variants)? Or is TU for variants either on or off?

    Thanks.

    I don't really think so, as far as I know, all the parts were considered as one "part" group in the code, and it would require a lot of time for the modder to use separate codes for every single part, but anyway it depends on the modder.

  7. On 3/3/2021 at 1:12 PM, cinemagic said:

    If you connect a for example crew cabin to one end of a cargo bay. the cargo bay will not be considered sealed even it's closed during flight, and anything inside will produce drag.

    2. The mk4 tail cargo piece cannot seal anything inside. Any stuff inside will cause drag. and it produce the same problem like above when connected to cargo bays.

    Oh, is this true? I never notice that. I only pay attention to the aesthetic of my ship everytime I build one.

  8. On 1/17/2021 at 3:52 PM, BionicPianoMan said:

    I'm having an issue and I can't seem to figure out what's causing it. Forgive me, for I'm brand new to ALL of this. Idk how I didn't know about it earlier, but I just recently discovered KSP and I'm having a blast. Then I found about mods and holy moly did my blown mind blow again. Anyhoo, apologies if this isn't the correct place to ask this:

    In the VAB, when attempting to add the Electric Screwdriver to the cargo absolutely nothing in the EVA Items appears when I'm in the Cargo tab. Doesn't matter the vehicle, or even SPH. I can't figure out if I'm doing something wrong, as I'm attempting to learn how to use everything, or if it's legitimately a glitch or conflict. I have two active contracts where I have to (1) attach a solar panel to a satellite orbiting Kerbin, and (2) repair a satellite orbiting the Mun. My goal was to do both in one trip. I know I don't need the screwdriver for the repair, but I'm pretty positive I need it to attach the new solar panel. 

    I'm running on macOS Mojave (10.14.6), 3.6GHz Intel i9, 32GB RAM, Radeon Pro 580X 8GB, KSP 1.11.  Output log and ckan mod list can be found here

    I've tried scouring the interwebs for a solution, but haven't come across anything with the similar problem. 

    As I've recently discovered the game, as of Jan 5, I've only more recently discovered the community. And holy cow, what a community. Thanks in advance for the help, and again my apologies if this isn't the right place to submit my problem. 

    I haven't played KSP for some time, but according to my previous experiences, you need to load the crew before putting items into their pod inventory in VAB/SPH. Otherwise the items won't appear.  Whatever...

  9. 15 hours ago, IgorZ said:

    It depends on the final approach of KIS integration. At this point I tend to think that the new KIS will be replacing the stock system while using some features of it (parts creation, aligning, etc.)

    Maybe a cheaper screwdriver for welding parts for career? (I don know if the stock laser-welding machine cost a lot as I haven't update KSP)

    Or pausing the in-game time when attaching parts, so that I could attach the parts precisely without having the Kerbal/Ship drifting around.

  10. On 12/10/2020 at 11:39 PM, DiscountSpaceNerd said:

    When I used Near Future Spacecraft parts, the dragon 2 inspired command pod had a capacity for 3 kerbals, however, I have seen a few crafts using it and stating it has a capacity of 4. Any explanation? Is that some patch?

    Here's an example of such craft from NationStates' Aurora program. (Aurora Program | Kerbal States | Kerbin Space Exploration Administration)

    1.1-mk10-aurora-crew-vehicle.png?w=1024

    Hey, I have seen pictures like this before, how did they make it? I know Kronal Vessel Viewer can do something similar.

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