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About sumghai

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  1. @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.
  2. 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?
  3. 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-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
  4. After a quick test, I can confirm that this mod still works in 1.10.x without any updates. Disco ain't dead, folks!
  5. 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, 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 these parts, as they don't fit my vision for this mod.
  6. 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!
  7. I currently only run Environmental Visual Enhancements with the default settings, which is what I used for the screenshots in the first post.
  8. 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 instance, taniwha's Blender .mu import/export plugin, which allows modders to examine stock meshes and textures, allowing them to make "stockalike" parts.
  9. Assuming your docking port is a 12 (or 24)-sided cylinder: Perform a boolean operation with a smaller-diameter 12 (or 24) sided cylinder of the same height as your original cylinder, to cut out the ring Next, split the cylinder into 12 (or 24 separate) wedge-like meshes Each mesh should now be convex Consider also specifying the (optional) snapRotation and snapOffset parameters for ModuleDockingNode - here's an example from a very old version of my perpetually-delayed FusTek Station Parts mod: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = FusTek_IACBM acquireForce = 0.5 acquireRange = 0.01 captureRange = 0.01 captureMinRollDot = 0.99999 snapRotation = true snapOffset = 90 }
  10. You'll need to downgrade to SDHI SMS v3.2.4. From v4.x onwards, I permanently integrated the engine into the Service Module to reduce part count, simplify craft assembly and ensure that the (fixed-sized) fairing panels fit properly. If I allowed the engine to be separable again, more likely than not someone will try to use a different engine, and the fairings will no longer fit.
  11. @Дом, I'm having trouble understanding what the purpose of your thread is. Are you saying "It would be nice if the planet Kerbin in the game had nations"? Or are you specifically saying "Devs should put [your] specific countries into the game"?
  12. Personally, dividing Kerbin up into nations doesn't add much value to the core gameplay experience of spacecraft construction, flight and mission management. Firstly, not everyone will agree on what nations to depict and where their territories lie. Even if we put it into a community vote*, there will always be some people unhappy their country got left out, while others will be offended by depictions/allegories to certain real-life countries. Leaving Kerbin's continents as a blank slate is the best compromise, as everyone can simply imagine whatever they want for their personal headcanon or scenario. Secondly, once you've divided up Kerbin into nations, what purpose does it serve in gameplay? Different Space Center start locations? Although one could have each nation offer different starting bonuses, in practice players will quickly optimize their gameplay by picking one consistent starting country, and once you gain enough funds and science through gameplay, the bonuses quickly become irrelevant. The current KSC site is also conveniently located on Kerbin's equator, and as rockets launched from there will typically have lower delta-v requirements to reach orbit, most players would (again) prefer to pick equatorial locations, making other locations (mostly) irrelevant as well. Contracts/rewards from different nations? This can already be implemented using the agency system, although other than (potentially) greater fund rewards compared to corporate agencies, there's not much else to differentiate them. More flags? Other than aesthetics, how would this be different from mods that already add flags of real and fictional countries? Kerbalnaut starting stats/quirks? With enough training, the starting stats or quirks of a Kerbalnaut recruited from certain nations will eventually become irrelevant, unless you wish to apply permanent bonuses specific to each nation (which again may lend to offensive stereotyping if Kerbals from one nation are, for example, consistently depicted as very stupid) Recovery fee/penalties for landing in a certain nation? This could get quite annoying, especially for players low on funds. Again, players would simply optimize to try and land spent stages as close to the KSC as possible, negating whatever gameplay variety that could be obtained from imposing different recovery fees for different nations. *Software development should be based on rational technical and business decisions, not popularity contests
  13. You simply upload your original source code to your GitHub repository, the same way you uploaded your game mod files. Also, @Karrot, please only write in English here in the main forums. I understand that English is not your first language, and you are using Google or Baidu translate to read our forum posts, but I had to edit your previous post to replace the Simplified Chinese text with the original English versions. If you must type in Simplifed Chinese, we have a Chinese-only subforum.
  14. @Karrot, as per the add-on posting rules, can you please provide the full source code for WanhuTools.dll?
  15. Could you please verify which of the following situations apply to you? You cannot find the download link for 1.8.1 on the main KSP website You cannot log into your KSP website account You've downloaded the installer, but cannot run the executable file You've run the executable file, but your KSP installation crashes on startup You've run the executable file, but your KSP installation still shows the older 1.3.1 version