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TheCardinal

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Everything posted by TheCardinal

  1. I had the same. The problem was located between my seat and my keyboard (i just didn't understand the mod sufficiently). Latching on only occurs when both conctruction docking ports are aligned properly. With stock docking port the rotation of the ports doesn't matter. If they are alligned in the horizontal, vertical and sideways plein, they will latch to each other. The construction docking ports require that the rotation of both ports is the same. The simplest way to achieve this after "bumping" is to rotate one of both crafts with the Q or E key. At some point, the rotation is the same and both ports will latch on to each other.
  2. No doubt it was mentioned somewhere but i missed it (just like StikkyChaos). Tested it and it worked. Thanks for the tip!
  3. I've downloaded the latest version (0.1.6) and somehow the ports refuse to dock to each other. The magnetism keeps the ports on each other but no docking occurs. A strange thing i noticed was that even though the ports are on each other, the distance is reported as several meters. That seems quite odd as one of the ports is set as target and the other has been set to "control from here". I'm at a loss, since none of those things occured with a prior version, although i can't rule out a nasty influence of another mod. Are there known incompatibilities?
  4. I really love the welding docking ports. I did notice a small peculiarity. surface attached parts move more (when welding them) than they should. They seem to move double the height of a welding port. It has placed some parts hanging in vacuum. The surface lights originally were attached symmetrically at both ends of the row of life support containers.
  5. It sounds good but Apache on your system reports that the files can't be found. Maybe i don't have sufficient authority to see them.
  6. 1. Yes, at least one Kerbal. 2. Any stable orbit outside the atmosphere will do. 3. Your choice. However, you'll need thrust for reëntry.
  7. Ever since the start, the (windows) icon of KSP.exe has been a kerbal in an orange spacesuit. After every update/new release i often use more than one version. It would be helpful if the colour of the icon would change with every update/new release. Just a simple sequence like blue, green, yellow, orange, red, blue ....
  8. Since they have eight legs, they're spiders. Aphids and the like have only six.
  9. I've been asking myself "What kind of DLC would i be willing to pay for?". Thinking about it, the only thing i really would be willing to pay for are tanktracks. Those added to the realism and fun. I wouldn't put it past Squad to release a track configurator by which the user can create his own tanktracks, just like he likes, comparable to for instance modular fueltanks/wings.
  10. A slightly different design, LB2, a little larger and heavier than the BWJr. It's MDI is 933. Although it's index is double that of the BWJr, it has a lot more functionality and it's more stable. It's able to dock, perform some science experiments and has a deltaV of 2028 ms. The shielded docking port is quite heat resistent and can be used instead of a heatshield.
  11. A little word in defense of Ackoli. It's not easy to master Unity, Blender and Gimp in such a way that one can create and import own made parts into KSP. In fact, it's hard (I've tried it multiple times and failed miserably)! You can get a super idea on an addition but without required knowledge you're unable to ever see it realised. And so you turn to other developers in hope that they will help you. Isn't that allowed (even if it's in the wrong category of the forum)? @Ackoli - There's no harm in trying to realise your dream but remember that most forummembers are people which have little time to spare. You've posted a list of things you'd like to have (developed). Quite a long list, if i may say so. You've made the request in the wrong place and with wrong wording i.m.h.o. resulting in the crisicism above. You'll probably wanted to play KSP with a Ackoli Space Industries but it's improper to call the collection of created parts with that name. And the phrasing " I know how to mod (its easy enough)" is like a red flag to a bull. Incorrect and unjust. Modding is hard! Cfg editing (which you can do) is not. I can't mod but i can cfg edit. My advice is to use the welding mod to create your own parts. Then try to master Gimp as a start to modify the textures and the result (although not always ideal) will be a step towards realising your dream.
  12. Like many others i have a fondness for little craft. I'm fascinated by the liftingbody's the NASA developed (and flew in the past). A nice example in KSP is the WEKA craft by Lunniy Korabl. After watching a video from Billy Winn Jr. I wondered if it would be possible to create an even smaller and lighter craft than shown in the video. Hence this challenge for everyone: Build the lightest and smallest craft you can think of which can be used as a lifting body for the return journey from a stable orbit around Kerbin. There are three categories: Stock only, stock plus mods and "creative modding". Any craft with cfg modifications of parts (and/or "cheat"-parts) will be placed into the last category. To keep things simple, any addition to stock is considered a mod. If you need MechJeb or any other mod to fly your craft (even for just displaying data) the craft will fall into the stock plus mods category. The product of mass times length times width times height (as displayed by the Engineer's report in the VAB/SPH) will be used as indicator of size and mass but it is not the score of a craft! Rating a craft is a personal opinion as too many parameters are subjective, such as stability. To enter the challenge, submit a craftfile and a picture or a video of the craft. With this challenge you can show your creative abilities and give others new idea's on how they can build craft, so give it your best! Above a (recreation of a) craft from Billy Winn Jr.. It's fully stock, has a mass of 5.809 ton and it's dimensions are height 2.9 m, width 4.2 m and length 7.8 m. It's index is 552. The main disadvantage of this craft is that the cockpit is not heat resistent and usually blows up during reentry. Stock BWJr (552) LB2 (933) Stock plus mods Creative modding
  13. Hi SpannerMonkey,

    Any progress on the WEKA?

    Cheers,

    TheCardinal

  14. First of all, I've only read the first four pages and the last two of this thread. It is clear that the creator of this thread had no incling of the emotions it would summon. Some of the comments i've read were really appalling. I can understand that emotions run high but please, (self-)moderate the tone and contents of the comments in such a way that you wouldn't be offended by it if someone else would comment it on/about you. Remember that bickering is as pointless as wild speculations. It only leads to resentment. Try to keep in mind that the game is fun. The forum is a place to share the fun, not a place to vent personal beliefs and/or frustrations. By the way, don't call me a Squad puppet as well. I haven't even had a job offer yet.
  15. Rule 3.4 prevents me from posting my real thoughts. Summerised: Damage control.
  16. RoverDude, you've created some really awesome mods in the past but this tops all of them. Ik can remember requesting such a mod quite a while ago and now you've created it. You even surpassed my wishes with the autorotate feature. Connected (welded) modules no longer have varying angles and the combination has a reduced partcount. Well done! (It's unfortunate that it can't be used for 1.1.3 but it's just a question of time before 1.2 is released).
  17. Perhaps it has been suggested before, if so, sorry for my shortsightedness. Every furfilled contract awards a financial reward. My suggestion is to give a penaltie when debris is left in (a stable) orbit. The penalty should depend on the weight of each piece of debris. If a lot of debris is left in orbit, the fine should even be larger than the awarded amount.
  18. Add-on discussions would probably have been the best place for this thread, but never mind that. The customisation (as you describe) is not possible with cfg edits. Some customising is only possible by byte-for-byte editing of the dll's (f.e. buttontext) or customising the source code. It depends on the license of the files if you're allowed to do so. If this is done, it will apply to all usage of the dll's, so also when the appropriate part (f.e. the thermometer) is added to a craft. Whenever the same module is used by more parts, the same modification will be shown for all those parts. I've done a lot of cfg edits (and welding). In general, welding is great for reducing partcount but becomes unpractical when combining too many parts with special functions. Not everything will work. Weld a beam with a lot of lights on it. The shape and image are as expected but not all lights will work.
  19. I've tried KSP 64b with kOS 1.0.0 and the problems i had, didn't occur, so i've switched to KSP 64 bits.
  20. I often replaced the engine at the tail with a small docking port. Next to the dockingport i stuck a RCS thruster at each side. When more thrust was required, i placed two small LFO radial engines at the sides and rotated them 90 degrees,
  21. As long as the (zip)filename remains the same, the dropbox link wil remain the same.
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