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Rybec

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    Rocketeer
  1. Hey, glad you're maintaining all these great old parts. However, there's an issue with CKAN dependencies. You removed Atomic Age's dependency on Firespitter in the parts themselves, but CKAN is under the impression it's still a requirement. And not just Firespitter Core either, the ENTIRE Firespitter mod. Looking at just the Atomic Age portion. The combined all-in-one CKAN listing does not list firespitter as a dependency. Thanks again for taking on this ridiculous pile of maintenance.
  2. Whoa, working shadows..... ....could you make other bodies cast them as well, for visible eclipses? It'd be really nice to finally have a visual indicator for being in the shadow of a body other than the one you're orbiting. No more wondering why your EC is suddenly running out, if Kerbin's blocking your sun on the Mun (or vice versa) you'll see it.
  3. Well this is interesting. Part of me really wants to install this. But the OCD part of me has an issue, which maybe you can find a way to address: Is there any way you can roll the camera in map view to be level with the ecliptic? That would make this perfect.
  4. I don't know how possible this would be within KSP, but one clever solution I've seen for killing terrain tiling is to use a single texture that will tile seamlessly to itself from any orientation, or if flipped. Then, you make each tile pick a random x/y flip and rotation (increments of 90 degrees, in case that wasn't obvious).
  5. This is a neat idea, you should advertise on the kOS Subreddit.
  6. I like the idea of experience effecting habitation duration, and I think it ties in well with the concept of orange-suit immunity. Maybe an option to make the badass flag also grant immunity would make sense? On the other hand, that could also make things rather more complex and harder to plan for, which is the opposite of why I use USILS over the other options...
  7. Counterpoint: Who says they have to stick out? Why not stick IN? http://puu.sh/jWypv/d0be6e63d5.jpg Without the docking ports, a simple square t-hub fits nicely within 3.75m. With the docking ports, the very edges just barely stick out. Otherwise, they'd have to be all the way out here: http://puu.sh/jWyAS/6824f7dc38.jpg Something you might consider is some "fairings" on the bottom nodes that lets you stack modules on top of eachother and have support structures appear (or take a leaf from Ven's Stock Revamp and have multiple nodes, one with a fairing and one without). Going along with that idea, the normal T-hubs could have a support structure that appears if you stick something on top of it: http://puu.sh/jWzEy/f617f897f0.jpg I really like these parts. They have a wonderful aesthetic to them. They even make nifty rovers; though I needed to use Infernal Robotics arms and wheels to get enough ground clearance to avoid bashing my cockpit in.
  8. Is there any particular reason why KSP AVC is now a listed as a dependency in CKAN?
  9. Mk2Expansion/Parts/Aero/Chines/ Mk2Expansion/Parts/Aero/mk1Chines/ Mk2Expansion/Parts/Command/Fishhead/ Mk2Expansion/Parts/Command/Raven/ Mk2Expansion/Parts/Command/Viper/ Mk2Expansion/Parts/Engines/Aerospike/ Mk2Expansion/Parts/Engines/PLUTO/ Mk2Expansion/Parts/FuelTank/Inverter/ Mk2Expansion/Parts/Structural/ Mk2Expansion/Parts/Utility/DockingPort/ Mk2Expansion/Parts/Utility/RCS/C_Block Mk2Expansion/Parts/Utility/RCS/Cblock Mk2Expansion/Parts/Utility/RCS/E_Block Mk2Expansion/Parts/Utility/ServiceBay/ Mk2Expansion/Spaces/RavenPit/ Mk2Expansion/Spaces/TunaPit/ That's all the stuff I've pulled out. I don't need chines because I have b9 procedural wings (but would totally use them if I didn't). I've pulled the cockpits out largely to reduce part clutter (most of the time I'll probably use the mk2 inline with the hypersonic nose as it has the least drag). Engines/service bay were removed due to overlap with other mods. Docking nosecone was removed because it's not pointy enough for supersonic flight and my use of connected living space means I can't really put it at the back. The inverter and the structural hubs are interesting, but I just don't see myself ever using them. I've seen cool stuff made with them, but that's just not my build style.
  10. That's what I do, some parts in here are really neat and I like them a lot, but others I would never ever use or are redundant with other mods I use. In other words, just do whatever you want, it's your mod. You can have as many or as few engines as you like, and if we disagree we can tweak it to suit ourselves.
  11. Far's voxels can work from either/both. It's possible to force it to use one or the other through an MM patch but unless I setup the patch wrong, it made no difference if I set it to visual mesh or colliders. You may want to contact Ferram directly.
  12. You know, spreadsheets seem like a great way to keep track of everything. It should be possible to make a parser script that reads the spreadsheets and spits out the .cfg files. Maybe even parse formulas into MM math. I'm with WLLP on the whole spending more time tweaking than playing. I've spent basically all week setting up an install, pruning unneeded parts, trying to make things mesh together better, and I'm not even done. I still need to figure out what I'm doing for EPL (because the parts that come with it.... no. Just no.) and I think I'll have to make tech tree adjustments because the part that does ore->metal comes way later than the one that does metal->rocket parts, and what am I storing the resources in... I really liked the balance mod for 0.9 because all I had to do was drop it in and it went. Being able to snag all the mods at once via ckan will be extravagant icing on the cake. EDIT: Oh, and FYI Yemo, you may want to consider manually overriding the KIS volume of the stock radial batteries. KIS is seeing them at their full size instead of the little parts you've shrunk them down to. You can verify this by pulling one out of the inventory and trying to place it; it displays at full size in the placement preview then shrinks down once actually placed.
  13. Anyone else having a strange issue with some of these parts under FAR? Their cross-sectional area isn't working right. http://puu.sh/jH66I/995c7955c7.jpg There may be other parts than this with issues, but I've pruned a lot of the pack out since they're parts I won't use. I've tried using MM to force these three parts to use both their visual models and their colliders, but neither option seems to have an effect. Looking at the debug voxels, for some reason FAR is seeing the low-area regions as hollow. It sees the skin but not the inside. On the dropship cockpit, for instance, the glass area is filled with debug voxels, then it's hollow the rest of the way back: http://puu.sh/jH98E/0d2d9012c4.jpg The same partial filling, mostly hollow can be seen on the other two parts as well. As you can imagine this creates quite a lot of transonic drag.
  14. Do not use my cfg edit, it is not working correctly with career mode. Currently trying to fix this. Expected behavior is that all pods have a 160km antenna that cannot be shut off. Instead it is display the tech perk in the VAB but it is not operational in flight. Should be as easy as changing "None" to "Start", loading game to confirm this as I type. EDIT: No, that's not working either. EDIT2: Got it! It's not supposed to be in quotes. %TechRequired = None
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