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Synthesis

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Everything posted by Synthesis

  1. I had no idea this even existed! How did I miss this when I was scouring the website for a unpackable munar rover and other surface equipment. I absolutely need to download and install this, even if it'll be a while before I'm doing any sort of manned mission (just restarted my campaign today and am still at the weather balloon stage). Awesome mod!
  2. Huzzah! I FINALLY got my 1.1 career off the ground, launching a few weather balloons and gradually working my way up the tech tree! Works flawlessly, can't wait to see your future visual updates down the line. I'll also need to check out that music.
  3. That's what I get for waiting for one particular mod to be updated before I start a new game. I'd use the old release in the meantime, but it's flat out not compatible--no idea what might've been broken in moving to 1.1....
  4. Could just be how I got it working, but additionally, one Kerbal is missing a head texture (or rather, his head is just a blank white, like an untextured part)--the one in the lab coat. Pretty minor issue.
  5. Awesome news! I know as mod-users we're not in a position to demand anything, but make suggestions, but it's great to hear you're addressing this. Between this and KSPRC being updated tomorrow (possibly), I'm pretty much all set for restarting KSP.
  6. Can't wait to see your 1.1 release! Since I have to start from scratch (I guess we all have to), this and Umbra's sounding rockets are definitely how I want to get started! EDIT: Haha, looks like I'll be waiting, since the 1.0.5 version isn't compatible with 1.1. We'll be waiting on your next update, JoePatrick.
  7. Ah, I see--I wasn't aware it wasn't available knowledge yet. That's fine, I have plenty of other stuff to play (like everyone else). If Proot does put out the update tomorrow that's fine with me--it'd just be nice to get a heads up on it.
  8. May I ask how you got it working on 1.1? I wouldn't mind getting it working this weekend myself even if it takes a little bit of fiddling, but obviously I can't fault the creators for not wanting to rush their work. ):
  9. Since I'm going to have to restart my campaign from scratch (since my 1.0.5 save isn't compatible), this is pretty much the last thing I'm waiting on. Very, very excited. I've spent about ten minutes with 1.1 so far, heheh.
  10. Looking forward to it! This and IFI LS are my go-to life support system mods.
  11. Sumghai, that flotation system looks great! I'm a sucker of cosmetic finishes (I'll have to remember not to drop the heat shield if I'm landing on water).
  12. Hey, has anyone had the problem where the Kerbostar helicopter's main rotors don't spin? Only the tail propeller? Reinstalling Firesplitter didn't do it. It's only the animation that won't work--it still generates lift, and makes noise.
  13. A question--does anyone know if there's a way to edit a Kerbal if he/she has bugged/incorrect information--for example, no missions despite having been on multiple missions and having the associated experience, or missing medla ribbons?
  14. Ah, OK--that confirms my suspicion. Just wondering if I had a broken file. Maybe it's worth it for the creator to include one? Of course, that's not required, there are so many good antennas you could just attach to it.
  15. As in a communications antenna for sending crew reports, instrument results, etc. When I sent a crew report while flying the orbiter (by itself), it said there was no antenna.
  16. So, I was using the orbiter for powered flight tests (Enterprise style), and found out something: am I wrong in thinking that the default craft designs don't come with an antenna on the orbiter? Or did I some how unintentionally detach it?
  17. I tried to patch--both my AIES and Squad antennas show up as beyond range, even in near-Kerbin orbit. Full disclosure: I'm using 64-bit. If Antenna range isn't compatible with that, I understand complete.
  18. So, I just discovered docking cameras and they've official become my favorite way to dock. I know this isn't your responsibility at all, but is there a way to exploit module manager to add docking cameras to all my mods that have their own docking nodes--they seem to be compatible with Squad's docking ports, so maybe the camera function can be applied to the actual docking function rather than individual parts? Either way, fantastic job, Albert!
  19. It's a tempting offer, but honestly what I'm looking for is cosmetic as much as anything else--your code was clear enough I could apply it to an umbra parachute, and I have a general idea how to scale things--really, I just want a large personnel parachute that would look appropriate on a kerbal in a suit--I could probably modify the parachute by default open at a very low altitude and slow the kerbonaut to just under leg-breaking speed (or do it in Realchute, though then I'd have to do it over and over again). I may still take you up on that offer if I find what I'm looking for.
  20. I would have credited you, but I am literally incompetent at posting on these forums. That being said, thank you. Now I wish there was a smaller, tiny parachute (outside of the Vanguard one which looks...kind of odd) to use than the Umbra Sound Rocket one.
  21. Thanks Igor, but I actually found the post that described exactly what I needed. Here it is for anyone else with the issue: PART { name = parachuteRadial_FPS module = Part author = NovaSilisko / V8Jester mesh = model.mu scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate TechRequired = survivability entryCost = 2800 cost = 400 //category = Utility subcategory = 0 title = FPS Backpack Parachute description = For those times you actually do care about those brave Kerbals you carelessly tossed out a hatch and 20,000 feet. attachRules = 0,1,0,0,0 mass = 0.1 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 // = 3100 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 bulkheadProfiles = srf MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeployLarge fullyDeployedAnimation = fullyDeployLarge stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.12 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 58 } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipRemoveHelmet = false volumeOverride = 0.004 equipable = true equipMode = physic editorItemsCategory = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 // Shift L/R ,Shift Up/Dn, Shift F/B equipPos = (0.06,0.04,-0.05) //ROT Up/Dn, ROT L/R, Spin equipDir = (170,180,0) //runSpeed = 0.8 } MODEL { model = Squad/Parts/Utility/parachuteMk2-R/model //texture = texture, BDArmory/Parts/AmmoBox/texture20x102 } }
  22. Can someone help me? I've tried searching for an answer but cannot find it for the life of me: I want to make an equippable/carryable parachute (specifically the small Umbra sounding rocket) that my Kerbal can carry inventory, equip it, and then deploy it if they need to bail out of a craft in atmosphere. I can carry the umbra parachute inside the seat inventory, but for some reason, there doesn't seem to be any way to either attach it to the Kerbal in EVA or have them visibly carry it (it's just hidden in their invisible pocket). Is there some way to make this possible? Either with KAS or KIS?
  23. I'm worried this might not be the place to ask, but does anyone know if there's an Antenna Range patch for 1.0.5-compatible AIES antennas? It's one of the best-looking antenna packs out there in my mind, but with Kerbal Stuff down, checking through the torrent seems to be a crap shoot.
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