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Sippyfrog

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About Sippyfrog

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    I build substations

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  1. I know very little about what it would take from a development standpoint, but from a player's perspective I can imagine this: - trusses can be docked together like normal in station construction using parts from some mod that is deemed "what this is designed to be used with" - the S1 truss would be either launched with, or attached later, a part that is the rail system and base that the arm structures would attach to (basically a gantry) and it would by default be only as wide as the S1 truss. - using a mod structure similar to B9 part switch, the user can then select how long
  2. I'm in the process of installing v0.2 and I feel as though what I had to do to make it work, well is not how it was intended to be as my first attempt did not work. I looked at the EVE configs you have and the necessary file paths to the textures, and well I had to rearrange everything so it would work. I did the following: - Install the Ad_Astra folder - Open the 43k clouds zip, extract them, and then create a new folder inside textures called Cubemaps, and then placed the Kerbin folder with the actual cubemaps inside that - Open the AVP 8k textures zip, then navigated all
  3. Let me start by just saying... Thank you. I attempted to do some of this and stopped about 15 minutes in once i realized just how much went in to AVP to make it work, and how much work I had ahead of myself. Honestly, AVP is the one thing I miss most about using a stock kerbal system since JNSQ really actually challenges me and it's hard to go back. Love the idea of the github repo so we can get in and test all kinds of stuff as it evolves.
  4. I feel like out of nowhere I started to notice that my shuttle nose gear was suddenly ALWAYS burning up no matter what and it used to not be a problem. The only thing that has changed between now and then is me using at stations at an altitude of like 250km to one that is now 100km but I would imagine lower orbit = less energy on reentry?
  5. YES! Also I have noticed that the Shuttle Orbiter Construction Kit (or SOCK) mod has gained a lot of recent popularity as the best "ready to go" shuttle mod for right now but suffers from a custom IVA with just basic interior as the modder has other priorities. Being a fan of the mod, I have to say it is the better experience when creating the shuttle craft itself, but I still found myself making CA based shuttles (albeit of more parts and janky-ness) JUST so I could use these sweet IVAs for the experience. It may be very beneficial to the popularity of the mod to look at potential "rear
  6. Is there a possibility you are doing what drove me crazy for 3 hours? I attempted to use the arm to connect to my payload inside of the cargo bay but couldn't get it to connect no matter what I tried and it turned out... you can't dock your craft to itself. I felt really dumb after this because on the surface it seems obvious but the robotic arms don't feel like conventional docking so I never thought about it. If this is why your cannot get it to work, because the target is still considered part of the same vessel, I positioned the grapple fixture and end of the arm in
  7. I am experiencing this (see below) bug with the OMS engines and their effects and I searched through the thread but didn't find anything super useful yet. any ideas?
  8. [LOG 14:48:25.029] ******* Log Initiated for Kerbal Space Program - 1.7.3.2594 (WindowsPlayer x64) en-us ******* Kerbal Space Program - 1.7.3.2594 (WindowsPlayer x64) en-us OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8) RAM: 16317 GPU: NVIDIA GeForce GTX 1080 Ti (11127MB) SM: 30 (Direct3D 9.0c [nvldumdx.dll 26.21.14.3160]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, RG32 Log started: Tue, Sep 10, 2019 14:48:25 [ERR 14:48:25.492] [SteamManager]: SteamAPI_I
  9. I have tried doing a fresh install of this mod and magicore with only toolbar controller and blizzys toolbar installed and I am still experiencing this bug where I cannot open any of the KCT menus. I am on 1.7.3 and no matter what I click or do my menu for this mod will never appear. Any thoughts?
  10. Maybe I am missing something and am being an idiot, but I am having issues with this in 1.5+ where I am missing what appears to be a lot of the IVA components for the glass cockpit. Most of the center console flight computer is missing along with many other components which makes me think one of the requirements is not working for me. I am fairly confident I have correctly installed all requirements and have put the glass cockpit configuration in the correct place (inside the Spaces folder). I also made sure to install the file it says to use if you get an error. Has anyone else ran into th
  11. First off I wanna acknowledge that I am new to this thread and that I am finding the results of this work to be amazing! Here are my thoughts and opinions after using the latest development version: - It takes a LOT of RAM to run, I had to make a new install to guarantee I could run it without crashes - The modular design of the tanks and mounts was a surprise I did not expect and it was a great feature! - Models are BEAUTIFUL, but the textures seem very large as loading a lot of them in the editor caused noticeable stuttering - There was almost everything I cou
  12. I don't think they will be necessary doing but you may as well make one and see what it looks like. I imagine things should look good enough without them as they already do look phenomenal in their current status.
  13. Here's everything: https://www.dropbox.com/s/mhalqqojwmfhf9g/Welded%20Parts.rar?dl=0 Just know that in order for them to work right you need all the mods I used to build them! Easiest way to tell is to look at the model parameters in the cfg files to see what models from what mods it pulls from
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