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lyndonguitar

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Everything posted by lyndonguitar

  1. I'm still waiting for updated HOME, thanks for all your efforts
  2. this looks promising, Specially when used in conjunction with the washers in infernal robotics, for proper centrifuges, finally. how about leaving the ship and returning? will it make it stop? or is this just for the warps? I hope it only saves how much your spinning before warping/leaving then when you stop warp/return it will reapply that rotation again.
  3. http://forum.kerbalspaceprogram.com/threads/60976-PARTS-A-S-T-R-A-Command-and-Service-modules-SEEKING-TEXTURE-ARTIST found this particular parts pack that adds a bunch of stock-alike command modules that is designed to be compatible with this Service Module System.. The creator currently needs a texture artist and an IVA, maybe someone would help him, considering there's not alot of command module mods around here. His works are really great. maybe Sumghai himself can help?
  4. I once made a propulsion system like yours using combined mod parts, now I don't have to, thanks to you, this would be very useful
  5. I hope it gets a better texture soon I really would want to use it. nice models
  6. I figured it out by myself anyway(and added more parts that i wanted). but thanks anyway for posting
  7. I am, it's not as frequent as when I wasn't using the hotfix, but it's still there.
  8. Hi, after messing around with your parts, I solved the problem/bug about the Centrifuge Animation I looked at this similar centrifuge I've used in the past and saw how he managed to make it work. http://kerbalspaceprogram.com/0-18-1-mpss-nautilus/ You need to integrate the mod with vanguard technologies/ (Just tell them to download the plugin or include the dll in your package. then use these lines on the cfg (replace the old animation lines) MODULE { name = ModuleKrAnimation extendAnim = deploy extendGUI = Inflate Ring retractGUI = none energyConsumptionExtend = 20 } MODULE { name = ModuleKrAnimation extendAnim = rotation extendGUI = Start Rotation retractGUI = none energyConsumptionExtended = 3 } } This will make it a "one time use" only habitat, once you use it, it will continue forever. It consumes electricity too while deploying and spinning. The only problem now is that the Model now starts extended.(If you try to extend it will magically switch to retracted position again and extend animation will play) but maybe you can edit it out in the model itself. EDIT: still messing around, I might try the animation module in the firesplitter plugin, see if that's better EDIT2: okay tried the firesplitter plugin on both animations. it was better but there's also one problem. the centrifuge keeps on spinning. Starting or Stopping them only seem to change rotate direction.(clock wise or counter), My solution was to use the stock module for the rotation, but that made the centrifuge unstoppable once activated. maybe you could edit the model to fit the plugin better MODULE { name = FSanimateGeneric animationName = deploy startEventGUIName = Inflate endEventGUIName = Deflate startDeployed = False customAnimationSpeed = 1.0 availableInEVA = False availableInVessel = True EVArange = 5 layer = 1 useActionEditorPopup = True moduleID = 1 playAnimationOnEditorSpawn = False } MODULE { name = ModuleAnimateGeneric animationName = rotation startEventGUIName = Rotate endEventGUIName = Stop }
  9. why is your graphics different? what do you do to make it look better?
  10. judging by your response I guess It isn't doable in the stock game, (making specific actions stage-able) I'll look into that mod you said. thanks
  11. can someone help me how to make it work with KAS? this seems a nice replacement for the stock big lights
  12. Warping to more than 1000x during SOI changes will cause some weird trajectories that will most of time push you out of kerbin orbit and into kerbol orbit, it just happens that it glitched out to be headed to Duna I mostly immediately restart the mission if it goes south so I don't normally have these kind of scenarios but the most "accidental mission" I did was I sent a probe to duna, the whole mission was supposed to aerobrake, get some science, achieve orbit, get more science, then return to kerbin. It turned out I was too fast approaching Duna so even I did aerobraked at the lowest possible point I still had a Duna escape trajectory. If i burn to get orbit there's not enough delta-v to return. So I did my best to salvage the mission. the probe did a very low (13km) flyby, Took some science and then let it escape Duna orbit. I was surprised when it escaped Duna, the trajectory was already headed back to kerbin(accidental free return). LOL
  13. I was thinkering around the action group area and I was wondering if you could create "custom" stages based on part actions, like deploy solar panel on stage 3, or decouple node at stage 1, There is a "stage" on action groups but all it does is activate in the very first stage
  14. It's a bummer that I wouldn't be able to use this now as I'm in a middle of a game, well, I guess I better wait for more features awesome job
  15. I have a lot of mod engines installed, will it work on them or do I have to edit each and every one of them?
  16. Nice work ! Can I force edit achievements to kerbals so I wouldn't have to repeat previous missions and I can incorporate them with my current playthrough?
  17. Yey! now we have mass drivers!!! I wonder how many Gs it will give. The only thing missing now are space elevators and interstellar flight
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