Jump to content

onkelsiebdruck

Members
  • Posts

    80
  • Joined

  • Last visited

Everything posted by onkelsiebdruck

  1. needs some texturing....and an idea how to make the light a strobelight...within that animation also have to setup the solar....... still not happy with firespitter....try to get rid of it and try to make the buoyancy a different way
  2. @Helix935 yes those flip...and a service bubble is a idea ....but a even smaller bubble with a jr-port an no kerbal but storage or science container would be another. But for larger supplies, a storage-can and the lander-base (in some older video...have to redesign it) would be the better solution. @wreckreation I could make some surface attachable parts for the bubble with the same design. solar..lights....not much work . And you inspired me for something different.... :-)
  3. yep...all used specials work in .25 ...even with the older firespitter release...and with the hotfix the only thing i noticed is a different floating offset when you have splashed....but that mechanism is something i will likely change anyway That sounds like a service bubble...and not an emergency bubble....ok ...why not...but than it should be a real service bubble...so more suggestions for that ( space Odyssey whuwuwuw) just making a different texture is not my style...actual I have the reloaded-cans in the pipeline...and they have universal utility bays (solar, sience...more more more) I could also add a servicebubble, with them
  4. I just tried it with fresh installed non modded standard-setting KSP-Folders one in 32bit and one in 64bit. It runs only with the 64bit-version. So obviously with the 32 bit client you have to use active texture management or texture reduction in the settings just for this mod. So all these 2K by 2K texture and normal maps will be reduced anyway....
  5. For me it´s still not working and my support message did not get any replay. But they are still selling it.. so i guess it should work...otherwise......
  6. 1 ->it just confused me that (+) shifts y up, but x to the left....but it´s my fault, cause I think more gfx-like ââ€Å’ instead of good old graphs like ââ€â€ ..so no problem if this does not change 2> I use the actiongroup-way , but my intention are a solutions without any actiongroups. And yes I can start the animation itself with a dummy entry and perPodPersistenceName , but that does not affect firespitter itself-> so I have no sound . If i use an regular animation I could realize the sound via rpm...but I need the sound in the exterior..... 3> that gives me some path to more . i will take a look in the mfd configuration, maybe I could adapt some one-button-way from it. 4>thank you! thats a really good hint for a couple of problems....cause, i don´t like actiongroups:-= 5>oh disappointing, my intention is to to start an action if the BIOMEID is xyz... so there is no way to do this?
  7. get the dds-tools from nvidia and depack with it the dds-cube-file-> and you get all the single dds-files that you could open in GIMP
  8. I have a couple of questions. 1. the textureshift-function. I changed the x-axis in 0.25 steps to get the right picture no problem here than i tried to increase the y-axis by 0.25 to get the row below....but it the texture shifted in the opposite direction, so i have to use -.25 for this. So...to be sure for the future, we have for x a kind of "mesh-shift" and for y a "uv-shift" and this way will be kept? 2. maybe a common question, is there anyway to trigger and or activate firespitter animations ,or do you suggest to get rid of it and try something completely different (but no larch ) 3. Is there a way to use the undock-function? 4. is it possible to activate a parachute or all parachutes on the vessel (like mechjeb does) 5. I have some problems to trigger the BIOMEID with JSIVariableAnimator, could some drop a couple of lines to do this (Water) and last.....RPM is a kerbaltastic plugin I simply LOVE IT!
  9. bound the animation to the RCS function instead of actiongroup....so if you hit r or activate it from iva, it should be fine. purpose of main-engine-> de-orbiting in less than 5 minutes no difference in gameplay, same nodeIt´s a KSP issue, one entry for the vessel, one for the docking-port on the same part...doubt that i could remove one entry. yes , but it is nothing you should worry about it...not pretty...but for now we have to live with it.
  10. perfect timing! something i have been looking for recently....I already made some icons, but did not find a suitable ( non replacing) method to use them :-)
  11. your part.cfg leads to model = RealSatellites/Parts/wiseTelescope without ending slash....I guess the game looks for a part-file named wiseTelescope.mu in the Parts folder. try this one model = RealSatellites/Parts/wiseTelescope /model 2nd suggestion, always take a look in the log-files if you miss something..
  12. An update after a long long time. First I focus on the very old round tubes. And try a different technical approach on them, that might reduce kerbalpain. And i have in the first post something different for you...
  13. Hello everybody. I´m sorry I let you alone in the dark with a unfinished mod. I had absolutely no time for KSP , but ok I will transfer all backup-dev stuff from a virtual-machine-container to an new workstation. Have to Install Unity again...and oh yes i have to install KSP itself. I hope there is at least one update....maybe the collision-system is better now. First I will try some very simple tubes in different sizes....I hope there is a way for inside-walking + relative small structures.
  14. Please give me the part-name of the one you call "ramp" updates will take time, my mousehand is not in the best condition, cause i tried to play volleyball after 15 years of absence ... ;-)
  15. in a release-version yes, but this is still in development and my pngs a very do-it-your-self-shrink-friendly. Memory-usage will be also more reduced with more texture-sharing and more but smaller texturefiles. ( this forum is horrible slow today)
  16. hmm i can´t see anything, i think my global-screen-monitoring-tool called crystal ball is broken ;-) Can´t you pass the the nt100 at all, or do you fall over constantly? In first case, a screenshot would be helpful (maybe something is blocking the entry?) . Second case...wait for a update. Right now i am testing a new version thats better. Also i noticed that if i clock down my pc the falling-rate is much higher ..even on stock-plates.... i think the collision-detection-system in ksp is a challenge.
  17. Some parts use KAS and Firespitter, but its not required . If you don´t have those plugins, you can still use the parts. So here a little preview of a concept of the announced modular base concept. The size of the parts is not necessary final. Welding and texturing are also alpha stage. This is more or less a ingame-test of the concept to simulate partially buried facilities
  18. a craftfile with position or maybe a safegamefile would help, can´t even notice what kind of ground this is in your picture. PS: if possible try to use the stock-can ( same size like the modules) in this scenario, what happens with this.
  19. @BigD145 I built a huge 10x10 grid with the 4x-side.parts and placed that grid on trusses at the north pole . After some test, I have an improved version, with hopefully less accidents. But....if you fall, you have now invisible failsafe-ladders ;-) > grab the ladder , hit space and continue your walk. https://www.dropbox.com/s/rqphyzwdxewmdf7/tube-nt-4x.mu I really hope that helps. One additional advise, don´t place this part directly on the ground. Even the pole is not 100% flat... --- ----- Bugfixing and making existing an new parts compatible takes time. An Update with fixes maybe within a week, a larger update next month. no...sorry....but a vertical side-attachable ladder-part. This is a bit more flexible. yes...some kind of universal squaretube to 0.625m adapter with integrated door. And here the mobile new parts ... not finished of course and other new stationary parts are still in 3D-devphase BTW: for easier building I recommend editor extensions: http://kerbalspaceprogram.com/editor-extensions than you can turn on and of surfaceattachment
  20. ok if you don´t want help or image any alternatives solutions ( look this # fits in this O in there is still space for a hatchcollider in it...but) that others successful use ; make your ports even a ton heavy and be happy and have a nice day;-)
  21. your find MODULE { name = ModuleEngines in your cfg-file and there ist a line or you could add one fxOffset = 0, 0, x.x try to change the x.x
  22. I don´t think so, i have parts with distance of 0.05 between the nodes and they work. I don´t think either, cause the problem is reduced but still noticeable. And with those ports connected to parts with same ports on it, will be even heavier and the cat bites its tail Again i recommend to add 4 Box-Colliders maybe like this # .
  23. his point was "stock consumables", hyperedit fills any tank with them. So you could make something that fills any tank, with any even modded consumable...that would be something new i think. But more interesting would be something that gives more control on "cheating". refill a specific tank with a specific amount, or even "overfill" it. Fill it with more weight but not useable fuel and/or. For testing lifters without changing the tanksetup in the first step it would be useful.
×
×
  • Create New...