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About mbartelsm

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    Hexagon CEO

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  1. Hello, is there a way to add tweakscale to everything in the game through module manager? there are many mod parts that would be nice to be able to rescale (wings, adapters, fuselage, etc) and since mods parts are not a fixed thing it would be easier to just slap in into everything.
  2. Hello, the stand-alone H-sized fuselage doesn't actually have a fuel tank, even though the mounted variant does.
  3. It's definitely the seventh node definition, I had it set to 1.5, thank you.
  4. [LOG 20:53:54.734] PartLoader: Compiling Part 'HalfLargeIndustries/FuelTanks/TLFO_400/TLFO_400' [ERR 20:53:54.736] PartLoader: Encountered exception during compilation. System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 [ERR 20:53:54.738] PartCompiler: Cannot compile part I'm getting t
  5. The capsule should be easy, I'm more worried about the IVA, I have no idea how to make one
  6. Thanks, that did it. Why, though? what's wrong with declaring the mesh normally?
  7. Hello, I'm having a problem where all the models for my parts are the same I hashed the .mu files and the 4 of them are different from one another, so I don't know what the problem is. I have all CFGs and MUs in the same folder because they share texture files, but the models the configs point to are different. I already tried changing each file's name but that didn't work. I tried deleting one of the models but the game just picks the next model alphabetically for all the parts.
  8. Nice ref, I've been looking for something like it I did a revamp of the textures. I'm gonna separate the different variants into different files because my computer was lagging like hell with all the different layer effects and I was wasting too much texture space.
  9. The mod is not at 0, I already have the tank models and I'm advancing slowly but surely their textures. Do tell me what you think, I'm planning on adding some part switch mod to allow people to switch textures in game
  10. Half Large Industries is a mod designed to fill the abysmal gap that exists between size 1 and size 2 parts. Currently, in career mode, the player goes from barely being able to launch a proper Mun rocket all the way to reaching out to Jool as soon as size 2 is unlocked in the tech tree. Additionally, the abrupt change in dimensions from one size to the other makes it extremely hard to build sleek rockets that use multiple sizes. Home Grown Rockets and others such mods used to fill that gap, and while I never truly enjoyed their aesthetic, they did their job properly. Unfortunately,
  11. I personally think of KSP as a game that has a huge potential that is left untapped. It's probably because there was never a clear image of what it was supposed to be when it was released. Things like procedural construction, proper aerodynamics, dynamic realism that can be both fun and challenging, new in-game challenges, some much needed optimization, art consistency and aesthetics are things that the game should have but doesn't, because the game is a patchwork of features built on top of an unclear idea. IMO the best thing Squad could do, if they plan to continue with the idea of
  12. The issue is most noticeable during reentry. It's extremely difficult to slow it down, you can reenter with a shallow orbit and it will still reach ground at +400m/s speeds. @Beale I believe stock calculates drag with node sizes, wouldn't making the nodes bigger fix the issue?
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