Jump to content

ahappydude

Members
  • Posts

    687
  • Joined

  • Last visited

Everything posted by ahappydude

  1. Ah. Hl modding! That brings back memoirous tinkering wit that sdk and making own player models. Op welcome to the gloroius possiblities of modding in ksp
  2. Yeah it was crazy how fun you had wityh his plugins. Speceficilly combining the savestate and the squid legs adn you could use to make any part you liked more or less magnetic. You could add that module to an kas part and the kerbals got stuck to the ceilings or floors in space hahah it was a blast
  3. Thats one .... helmet! Have you recreated goose and mavericks run ? hehe
  4. "I fully intend to create experience based suits that go from clean to rough and downright worn to death variants. " Sounds great!! Very nice texture work to,makes the suit feel more updated for our dear kerbals
  5. Well loco i think you did another splendid job with it ! =) If i ould have tried it would look like something from another dimension haha. Their models har hardcoded so we cant do abnything. But , a dev behincd kerbalquest was succesful in chaning a bit of the kerbal skeleton and hanged the animation rom sitting in command to actually be standing
  6. Hmm.. Are you sure you got the latest version of texturereplacer firstly, second check the deafult cfg for isHelmetRemovalEnabled = true , third try without Modular Kolonization System. Its hard to pinpoint but my guess is that another mod that changes what you do when right clicking are interferring? hmm best of luck!
  7. Im sorry to say im neither a troll or have a magical install .p di you find the same version of eve? Can it have anything to do with these i changedfrom deafult.cfg? reflectionResolution = 512 // Number of frames between reflection updates for a part. Only one face of // the environment map is updated at once, so 6 updates are necessary for full // update. reflectionInterval = 2 // Replace helmet visor shader to support reflections (EVA only). isVisorReflectionEnabled = true - - - Updated - - - Right click mate
  8. Dam... that one will almost take the place from 2001 helmet as my fav. Whenever kis arrives, i imagine having lockers to put your helmets in or on Nice that you are keeping making props!
  9. It might be 7-4, im not sure if i modified the cloudslayers but that shouldnt affect the reflections ? All the dll files from eve is from 11-26 2014
  10. You should see it entering the atmos so ...... Haha. Hmm i think it is the older stable one, 7-3, not the newly wip one. And astronomers interstellar v2
  11. Yes you can =) Just be carefull when changing the numbers in the part config file "name = KASModuleWinch maxLenght = 80 "
  12. I totally agree with those reflections! So nice having it deepspace, in eva. If the screen is to big let me know and i make it smaller cheers for your work!!
  13. LOve it! I just sat in a my central and watch the monitor as my rocket fly away, then the screen on the monitor got bluer and bluer and i guess thats the cams max distance? For suggestions, a nice thing would be to have a sender and transmitter. So you can place a sender or transmitter on a vessel, and have a transmitter then you use and detect before taking of with another vessel. Is it possible? If not, increase the distance? Also, a 360 pov would be nice, and (dont know if its possible) to actually transmit from a cam on a vessel in space or ex near a planet, back to kerbin an get science for it? really neat plugin!
  14. Hey, i finally got why it wouldnt t show upingame (activestruts) it was beacuse i didnt have your citutil dll =) It works fine but it gets invisbile sometimes and i get the unity is catching up message. Great work as usual!
  15. Locob, i posted a while back in the kas thread and havnt head anything. Have you heard any news at all concering kis ?
  16. Yes i meant activestruts =) Iv tried to find out if its not showing up beacuse incompatible with other mods but no luck sofar. If i find out why or whats causing it il post it here =) cheers
  17. So since 0.90 i have had problem with the plugin. It seems to load fine in both 32 and 64 but ingame struts dont show up in the right click menu like before, cheers for your time
  18. Longbeard to? exellent work locob Oh man i just realised a idea, you know texturereplacer? He has an custom framework type going, maybe with kis or earlier you can use your orops like hairsyles, beards, helmets, and assign them using his gui?
  19. Wow... how is it coming? Any eta on test version of inventory;)?
×
×
  • Create New...