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Trevisan

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Posts posted by Trevisan

  1. On 2/23/2021 at 12:29 AM, RoverDude said:

    New Packrat is done :D

    PR2.pngPR1.png

    • Four cargo rack options. 
    • Three roof rack sizes.
    • Optional chassis battery that makes it a long wheelbase. 
    • Fenders are gone, so use whatever wheels you want (above includes the DLC MH wheels as they match really well).  
    • Two RTGs, and three generators.
    • Three fuel can options as well as extra batteries 
    • Inventory crates!

     

    Wow, cant wait to drive one, Roverdude!

  2. 10 hours ago, blackheart612 said:

     

    @Trevisan Was it really generating electricity before? Last time I saw it not generate electricity was when I first released my Grounded mod. If it did then perhaps it's a good idea to report this issue to FS.

     

    Last time I used your mod was back in early 2017. I remember building some long-range transport choppers to use in Kerbinside passenger and rescue missions. Tried to replicate an old design from that time and just found out they run out of EC before leaving KSC's proximity

    Here are two examples of rescue/passenger choppers I used to use. Both were built in KSP 1.2.2:

    f4bU83h.png

    i2d6F7U.png

     

    Again, thanks for the help and for those wonderful mods!

     

    Edit: I've been away from KSP for quite sometime, only got back in 1.4.X. So I was not aware of your grounded until recently, when I checked to see if this mod had any updates.

  3. On 7/13/2018 at 7:51 AM, Audiopulse said:

    @Trevisan

    Probably, seeing how Dewar just answered in may. Buuut I wouldnt mind him confirming this himself. ;-)

    I am wondering, btw, is anyone playing this mod with the community-techtree and a light selection of essential mods? If so - what did you pick? I found my community-tree has quite some empty nodes....

    Well time to find out, will report back after trying

  4. On 6/26/2018 at 5:10 AM, blackheart612 said:

    Alright then, I'm adding two new parts which will solve the people's problems. It may look silly but it's KSP so what can I do:

    tnrWJD8.png

    That's a chassis containing an engine. The two tanks on the side are specifically made for it. Still finding purpose for it on another part. Will need some tinkering.

    Also, I can't find a way for direction arrows to help wheel attachments without any plugins. I can only make them appear on the part catalog. Which might help ease the confusion at least, I don't know yet. We'll see. I'm developing this first before AirplanePlus because I just released. I didn't realize 1.4.4 was coming so whatever, everything's working fine anyway.

    Ohhhh, cant Wait! This mod has really changed my approach to rovers and ground vehicles

  5. Can you guys help me out (again)? I've been away from KSP for some time and I cant make this mod work anymore. I read the OP and I know that this isnt fully compatible with KSP 1.4 but i keep seeing people who managed to make it work.

    I tried everything, but my custom headtextures are not showing up! I'm using the "diverse kerbal heads" pack and some others, but looks like the folder structure changed from previous version and i cant for the love of Jeb find a way to make the game "see" the textures. On the other hand, I'm using a skybox replacement and its working fine. The "Texture replacement replaced" logo shows in the main menu too.

    Thanks again, and sorry for being annoying, but I just cant play KSP without this mod, hehe

  6. 2 minutes ago, linuxgurugamer said:

    What cloning bug?

    Sometimes the Kerbal gets duplicated when you enter a command Pod. Old versions did it a lot of times, your version did it only once in over 10 hours of gameplay.

    I mean, the Kerbal enters the capsule/pod and leaves behind a copy of himself.

  7. Hi guys, can anyone help me?

    I transfered my savefile from KSP 1.2.2 to 1.31. but cant make my old female heads (necKros female heads pack) work right as before. I tried converting all textures to .DDS format using Paint.net, even putting them upside down like in the Diverse Kerbal Heads mods, but they end like this ingame:

     

    y22OrQM.jpg

     

    They look OK in the texture selector:

     

    NGeWcwu.jpg

     

    Is there something else I'm missing here? Thanks in advance.

    Also, Thanks HaArLiNsH for continuing this essential mod!

     

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