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Read have Read

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Everything posted by Read have Read

  1. I love the new Control Room, really great job. I like the coffee cup foam as well! the room seemsa touch dark, and I could get behind having the wall monitors be used for other things (maybe with the controls being a remote control on the top of the desk) but that is not a big issue for me. I thinking Vessel Viewer would be very useful to add in and it isn't too hard, I have a Module Manager cfg I wrote up for Hyomoto displays to add it in.
  2. FYI: A kerbal can repair wheels on EVA. Awesome car thing, very automotive looking, it reminded me of the Rally Fighter. The Garage method is one of the better ways to deliver things and in my opinion the coolest. Aerospike engines are good at everything, but not the best at any one thing, other than having really high efficiency while in both atmosphere and in space. If you didn't say otherwise, My opinion is that you are pretty good at this game.
  3. I love what you are doing here! Regarding the crew tanks, maybe have both floors be the same with two chairs at a table, then two bunks with nice rocket ship bedding. Other things you could add would be a computer, lab bench or equipment, shelf of bags from ALCOR, ect. The big thing is both levels could be the same, with the crew seats split evenly between them.
  4. If I wanted to have the SDHI Dock-o-chute use the new editing window, would I go about that by adding "Module {name = ProceduralChute}" ?
  5. Built in an animated doors could be pretty nifty, but I am not sure what I would do with them other than solar panels or something. However, I have been looking for a rover garage - something like an automation bay that has opening big enough to drive out of, while connecting a heat shield at the bottom with a parachute on top. There was something similar on spaceport called a landing package, but it was abandoned. There could be a Mars Pathfinder/Sojuner style, as well as larger roomier 2m square garage.
  6. I seem to be getting a lot of exceptions from mechjeb An Sample from the output log: (I can't paste the full thing to Pastebin :/ ) http://pastebin.com/Dsu4rtQk I had some orange coloured errors from the FAR extension as well.
  7. More along the lines of appearing like a curved wing, but faking it for appearances and having it behaving just just a simple dihedral wing set up for all aerodynamic purposes. I do realize that much like the the Apollo program, this would be harder to fake than to do it right. Perhaps my understanding of dihedrals is lacking, how much is too much for a low slung dihedral wing, or a high mounted anhedral on a medium sized plane like a DC-3? Would say 10 degrees or 15 degrees cause all sorts of funky rolling motions at trans-mach?
  8. That is what I thought, but as a thought experiment, is it possible to have the wing behave like a strong dihedral if the part centre was at the hypotenuse of the triangle between the vertical and the horizontal parts?
  9. Do you have a texture compressor? does it happen on all RPM equipped pods or just ALCOR?
  10. Sage Sagan is making a small Dreamchaser style lifting body craft with small wiglets, FAR will handle the body lift fine, but he was wondering how the wings should be set up. Would integrated horizontal wings with attachable vertical wing tips be worse than having either separate vertical and horizontal pieces or a compound curve wing that goes horizontal to vertical in one piece?
  11. That venture star look really cool! I think Porkjet only added a lift value from a wing piece into his cockpit so you can try that. Whatever you do, don't add anything intended to add lift for FAR, it will automatically add body lift.
  12. Well, I was thinking you would want less monitors in the cockpit. 3 RPM's are more than I expected from a lifeboat, I'd be fine with one monitor for the deorbit and some analog gauges and hud for the actual landing. Would be fun doining it visually with the right tools - landing in IVA with the stok instruments means you have to constantly look down to find out your altitude and attitude, but with a HUD makes it harder than Chase cam but easier than nothing. Although fitting the HUD into the window might be a little tricky in the confined space, unless it was done seamless like on the KSO - which would take even more R&D :/ ... I agree with you, best to put that off for a while. I'll ask Ferram about the wings. The KSO is built in such a way that the wings are node attached and the root is inside the cargo bay rendering them hard to intergrate now that it is done and released. Edit: Separate vertical and horizontal wing sections would be optimal, and stock would work with this way as well.
  13. I am liking what I see! A few thoughts: I think that the landing gear could be simplified into something resembling the dreamchaser's front gear, just folding down with a shock absorber and a foot pad for a skid. I don't think FAR works well with built in wings, they need to be radially attached as a discreet wing piece IIRC. That said, a curving wing might be able to be treated as dihedral if the centre point of it is raised or something. I like the IVA concept! Will it have a RPM HUD display over the front window like the Mk1 and KSO cockpits?
  14. Hyomoto intergrated it here: http://forum.kerbalspaceprogram.com/threads/57603-0-23-RasterPropMonitor-make-your-IVA-a-glass-cockpit-%28v0-14%29-24-Jan/page88?p=916351#post916351
  15. That looks fantastic porkjet, detailed and aerospacey but it still looks stock alike without being reminecient of the horrid actual stock textures.
  16. Sierra: If you want to remove the Mk1 Cockpit hud, you can try this MM config @PART[*]:HAS[@INTERNAL[mk1PodCockpit]] { @PROP[RasterPropMonitorExampleHUD] { !name = RasterPropMonitorExampleHUD !position = 0,0.4483472,-1.042418 !rotation = -0.002418461,0,0,0.9999971 !scale = 0.4,0.4,0.4 } } or (since I am not confident on that MM config) go to the Mk1-cockpit-remade-internal.cfg and delete PROP { name = RasterPropMonitorExampleHUD position = 0,0.4483472,-1.042418 rotation = -0.002418461,0,0,0.9999971 scale = 0.4,0.4,0.4 } at line 165 to 171 Also for the menus you will need http://pastebin.com/ynkFbqaa and http://pastebin.com/kG1xsgHy for Orbit and VesselViewer respectively. http://pastebin.com/qRKGGaPg is for menuFlight. Pastebin does not respect capitalization so rename as appropriate. Edit: Also, I now see why the SASS page redirects are different, woops. I updated the config.
  17. For FAR intergration, you only need to have Payload Bay in the name and it will be treated as a payload bay
  18. It might be important to have the same node position and size on both the 2.5m and 1.25m versions. I was thinking that separate adapters would be the way to go, but if you can make two pods with the same node but different fairings that would be even better. Oh and on the spud, I don't see myself ever using the small .625m node really.
  19. They will not be labeld on the menu lages unless the menuInfo and menuPlugin.txt files are edited to include them. MM won't touch them because they are not .cfg so I may have bundle edited menus.txts with page-adding.cfgs in the future. Try pressing Info-4 and Plugin-3 For removing the Mk-1 hud, hmm I think that one might have a seperate MM file in JSI to enable it, or a line in the Mk-1 cockpit overhaul. I'll have to check that one.
  20. Porkjet, only wings need FAR configs. Do not include FAR wing code to a cockpit or fuselage is what I am saying. Don't do stock lift, and don't do FAR lift for the cockpit, let it be a cockpit. When you do the wings we can ask Ferram how it should be set up, but focus on what you want to do for now
  21. Be my guest, I just updated so it should play nicer, had too many @ signs.
  22. Ah! I think you are right, the MFD.cfg doesn't specify anything for those buttons, so that line in particular doesn't need it. Apparently I only made that mistake to the plugins, I think I did those late at night. on a unrelated note, I know that MM 1.5.6 supports a % to add or replace in case I might ever need that. The black skin is awesome by the way Hyomoto. I'll try adding :Final to the config so it applies after the main KSI/JSI configs in case it is load order. It goes all the way back to the regular Mihara RPM menus?
  23. FAR already generates body (fuselage) lift, I mentioned this before so I am not sure why porkjet put it in to be honest...
  24. What is more weird is now with my MM redirects, I can't get to ScanSat unless I go through SmartASS, I don't see any reason for it to behave like that. Pressure sure it didn't do that before.
  25. I made a module manager config for KSI screens. You can drop this into notepad, save it where you want and change the extension to .cfg @PROP[HyomotoMFD]{ @MODULE[RasterPropMonitor]:Final{ // ---VesselView---------- @PAGE[menuPlugin]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginScanSAT]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginSmartASS]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } PAGE { name = pluginVesselView PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 7 pageTitle = ---------- Vessel Viewer ---------- multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home CONTEXTREDIRECT { redirect = btn1, pluginScanSAT redirect = btn2, pluginSmartASS redirect = escape, menuPlugin redirect = home, menuDefault } } } } I also added a bigger orbital view and HUD/PFD screens to KSI if you are interested
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