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jandcando

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Everything posted by jandcando

  1. Can anyone help me find what I need to reference to get PartCategorizer working again? I'm referencing everything the OP said I should reference, but it still doesn't exist in the current context. Is there a whole new system for this, or am I just missing something?
  2. Recompiled to 1.0.5! I know it is super late, and that 1.1 is coming soon, but I say better late than never. Besides, this will make the transition to 1.1 easier. The recompile to 1.1 will be much more prompt than this, I promise! In addition, there have been some changes to the behavior of the Ion Wings. They now have action groups and an in-flight toggle button! Also, they will no longer rapidly switch on and off when electricCharge runs out. Now, they shut off entirely until you manually re-activate them. You guys are all awesome for liking my "meh" mod! Thank you! I hope I can start making new, cool stuff down the road.
  3. Wow that means a lot to me, thank you! Although I don't do much work on the mod anymore, I feel like the least I could do is keep it updated so people can still you know... use it. So don't worry. Expect an update within the first week of the new KSP release.
  4. If you can land on the Mun on stock KSP, it isn't much different. Except you need to make an inclination change, sort of like getting to Minmus. The major difference is you have to time your launch correctly, and make sure your Lunar orbit is as low as possible. As for craft download, it is a little late for that because Realism Overhaul has changed a lot since this mission.
  5. Someone please clarify: It didn't land on a barge? Did it land back on the launch site in Cape Canaveral?
  6. I am definitely a fan of procedural parts, but I have no idea on how they work or how to properly make textures for them. Also, I really don't want Impossible Innovations to be dependent on too many other mods if you know what I mean. I think I'll just stick to TweakScale for the time being.
  7. [quote name='lynwoodm']While I am not complaining about a time frame to make mods compatible with 1.0.5, I was wondering if the OP is working on this mod or is missing in action? At least let us know you are still alive and/or planning on updating this mod.[/QUOTE] Well, I'm still around. In fact I check this post every day for new replies. But I have not had the free time to really get anything meaningful done in a long time. My life is sort of a mess right now, I'm still getting used to my first job at McDonald's (man that takes away so much of my free time!) All I can promise is that I'll update it whenever I feel like it. But thanks for at least inquiring about the matter, it is good for me to know that people actually use this mod. Now it is a bit higher on my priority list.
  8. Use the Editor Extensions mod, it adds more symmetry options, among other things.
  9. This doesn't seem to be bug at all. Looking through the .cfg, it looks like it is intentional. The idea here is to make building a craft with an Apollo capsule easier, so they have put the heatshield on for you! Hooray! Unfortunately, it does look like the model's position could be tweaked slightly to make sure that the shield is on the capsule better. The reason the node is off is because that node position is the node position adjusted for the heatshield. Now that the heatshield is gone, the node's position hasn't changed. This should be a pretty easy fix, but I don't have the time to fix it myself. You should open a GitHub issue! - - - Updated - - - Yeah, a lot of the plumes could use some smoke adjustments. You can fix the lag problem by going into the SmokeScreen settings (you need the Toolbar mod installed), and decreasing the max particle count. It doesn't really matter how good your system is; those smoke particles adding up WILL lag your game unless you decrease the particle count.
  10. Oh really? That's neat! ...I'm going to go stand in a corner now...
  11. I agree. I think every engine should be able to be surface attachable so that we don't need to rely on those thrust plate multi adapters. I do like them, but it would be nice if we could just get the same job done without them. It would be simpler.
  12. The engines I used don't throttle, but I can restart them as many times as I want since they are pressure-fed hypergolic thrusters. So instead of throttling, I just turned them on and off again at different frequencies to almost "emulate" throttling. But this would not work if I had RemoteTech installed due to signal delay. I would've had to do a pre-programmed suicide burn instead.
  13. I have decided to really get going on making my own part models for Impossible Innovations. So far, I have a made a small deuterium tank and re-made the dead weight. I'm very happy with both results, and I would like to show them to you guys. Don't expect these to be rolled out quickly, though. Also, I'm not going to add any new deuterium tank models into the release until all variants are re-made.
  14. I have no clue how to fix it, but I have encountered this issue as well. In fact, this happened in Scott Manley's RO series of Youtube, but his craft was lucky to avoid them because it was small. Anyway, I really don't know what could be going on here. But you aren't the only one experiencing this.
  15. I really enjoy this mod, but finding the kinetic energies of different craft and the velocity required can be a bit inconvenient. So I made a spreadsheet on Google Sheets so I (and you guys) can be lazy! If you want your own copy, you need a Google account. Or maybe you can download it as an Excel file or something. The charts are really just for show, but I think they are a little useful. https://docs.google.com/spreadsheets/d/1fsOyxH6uI9N7A1UvBmbaeFqlREtuqGRGjzUAsSM0b7M/edit?usp=sharing
  16. It seems I have skipped over a part's node fixes! The dead weight's bottom node still had an angle of 1 instead of -1. I made a tiny release to fix it, and to keep everything shiny the included Module Manager version has been updated to 2.6.7.
  17. Different engines use different fuels, so now just slapping an engine under some fuel tanks doesn't magically work. You need to fill the tanks with the fuel mixture specific to the engine you are using. So put the engine on the tank, then right-click the tank and select the fuel mixture that your engine uses. --EDIT Sorry, I thought you were new to RO, so I gave you the default "my engines are working" answer. So you have used RO without this issue in the past? More info would be helpful in trying to help you.
  18. Since we last talked, I have done a lot of learning about 3D modeling and I think I might have something presentable. It is the first time I have felt like I know what I'm doing and I'm pretty confident that I did everything "correctly" this time. Here it is: Tank2 by jandcando on Sketchfab Thanks for wanting to help me, but I think that with a little time I can get there on my own. I can help you with the Unity side of things if you want to make your own parts, though. I've got to go to bed for now, so see you tomorrow. (probably not until noon, EST)
  19. Oh ok if B9 has that base covered, I don't see a reason to add another variant of that. As for this switch you speak of, it sounds pretty simple to code but I'm not quite adept enough at C# to try it myself. That is definitely odd, but at this point I'm probably not going to fix it simply because those 2 tanks were the only ones with cool textures and all the other tanks were bland. I mean, I would rather have all the tanks be alike than have 2 of them stand out, even if being alike means they are all bland. I really want to get my own textures for my own tanks. I feel bad for not putting some time aside for doing it myself, though. I just want there to be a common theme for all these parts, and not have some have stock models and some have special models made by different people at different times. I should really give it a go myself, it would give good experience towards 3D modeling.
  20. I don't think I have ever installed B9 before... My idea was to add a compressedAir resource and have that be able to power RCS thrusters or be converted back to intakeAir so that you can use jet engines in space. You would need to bring a lot of air, though.
  21. I need the poll on this thread removed: http://forum.kerbalspaceprogram.com/threads/86331-1-0-4-Impossible-Innovations-0-8-7-1 Thank you guys!
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