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sumghai

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About sumghai

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    Trapped behind the Bamboo Curtain

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  1. The recent changes to ModuleLight in KSP 1.11 mean my Strobe-O-Matic rotator light mod no longer works, so I've been trying to figure out how to revamp my spinner lights. Context (1.05~1.10 era) My mod provides rotator lights in five fixed standardized industrial colors - amber, blue, green, red and white. Each rotator light consists of a common base model (not relevant to this discussion) and a colored lens model containing the light source and animated rotating mirror. As it is not possible to actually redirect a light beam off a mirror, I actually have two light sources - a s
  2. @dprostock, I've confirmed the bug in my own game as well. However, it's been a very long time since I've modded for KSP, so it may (also) take a while for me to figure out how to fix this.
  3. This mod should still work fine in the current version of KSP. Are you experiencing any particular errors?
  4. [MOD - Moved to the main Add-on Releases subforum, as this is content that is directly used in-game rather than a standalone software tool.]
  5. V4.0.4 released - see first post for download link 4.0.4 - 11 October 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Fixed MechJeb compatibility patch to prevent duplicate MJ modules or local settings on the Crew Module Adapter If you want to support me without paying real money, please download my add-ons from CurseForge - the more downloads I get from there, the more Author Rewards points I can redeem from Curse, which will help me buy bowls of ramen to keep me going during late-night modding sessions
  6. Good catch, thanks! I'll roll this into the next update. @Souptime - Please stop pinging me about your patch. As I've said, I neither endorse or disapprove of what you're doing, so you don't need to seek my permission.
  7. No - the rotation speed is baked into the animation of the strobe models.
  8. @Souptime - I neither endorse or disapprove of what you're doing, as I don't use ReStock myself. If you are publishing this as a separate mod, please start a new forum thread and make sure you follow the official Add-on Posting Rules.
  9. Looking at your screenshot, you seem to have attached at least one of the fairings correctly. Did you try using 3x symmetry to attach all three in one go, or are you instead trying to attach them individually?
  10. V4.0.3 released - see first post for download link 4.0.3 - 29 August 2020 --------------------------- Changes / Fixes: - Compatibility Patch for KSP 1.10.x - Added ReStock compatibility - If ReStock is installed, the game will be forced to use the original Mk1-3 Command Pod, to ensure compatibility with the SDHI SMS Umbilical Port I also updated the FAQ in the first post, this time stating that ReStock is (partially) supported, although that won't stop me from still acting like a tsundere about it If you want to support me without paying real money, please download my add-
  11. After a quick test, I can confirm that this mod still works in 1.10.x without any updates. Disco ain't dead, folks!
  12. Strictly speaking, you're correct - I tested SDHI SMS last night in 1.10.1 with the RealChutes v.1.4.8 and Animated Decouplers 1.4.2.2, and everything worked just fine. However, someone on GitHub offered a patch for ReStock compatibility, so I figured I might as well integrate that into the next release (even though I admittedly don't particularly care for ReStock). Foolproofing the mod aside, preventing the SM from being used with other engines means I don't have to make fairing panel variants. I appreciate your enthusiasm, but I wish to respectfully decline including the
  13. Hey folks! My apologies for the radio silence lately. Last July, I started a new engineering job for a big multinational company, and as part of my three-year contract, I've been based in...a large Asian country. Questionable career decisions, lousy internet, the KSP 2 announcement and the recent pandemic aside, I've definitely dropped the ball in terms of keeping my mods updated. Right now, I'm updating my base game and minimal mod collection to the latest versions, so that I can see what needs to be done to bring SDHI SMS to KSP 1.10.1. Stay tuned!
  14. I currently only run Environmental Visual Enhancements with the default settings, which is what I used for the screenshots in the first post.
  15. Each segment should be its own individual mesh / object, as that's the only way they will be treated separately when you set them as colliders in KSP Part Tools for Unity. I don't know much about 3DS Max, since I (like most modders here) prefer to use Blender, as the tool chain leading to Unity and KSP Part Tools is somewhat more straightforward (despite its steep learning curve). Most advice on these subforums will tend to apply to Blender anyway, as it's a free open-source software, and some enterprising modders have even written tools to make life easier for modders - for insta
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