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rspeed

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Everything posted by rspeed

  1. Yeah, I updated the bug report saying that when I tried it again the bug didn't occur, and a hypothesis for a possible cause. I'm going to give it another try to see if I can figure out exactly how to reproduce the bug. Also, holy hell that Soy-Ooze 10 ship absurdly unstable. I had to fly it straight up to almost 40 km just to get into orbit. I was just barely able to complete the mission because the station had enough monopropellant to perform a docking.
  2. Unbelievably, this is still an issue. Is nobody at Squad doing QC?
  3. Would it be possible to change the CKAN dependency from IFS to B9PartSwitch? IFS recently added TweakScale as a dependency, which I'm not a fan of having installed.
  4. I just noticed the new repo on Github and was wondering about it. Seems like a good plan. Also, I'm really happy to see the nuclear jet engine from Near Future Atomics in there. Hopefully that'll stick around.
  5. I haven't been able to reproduce it (already running 1.4.3). My best guess is that it might be some interaction with another mod. Could you try disabling all of the other mods and see if the issue still occurs? Nah, this is definitely something with Unity. I'll figure it out, I'm sure. Groovy. Nah, I'd only be using the lower part since I can actually edit the source configs. I've got ADHD, too. So I very much understand. Yeah, I'm gonna be really careful about making sure releases don't break everyone's saves. What I'd really like to be able to do is to just leave all of the stock specs and everything as-is, and just swap out the models and add in the stuff PorkJet added (like propellant storage on the LV-909), but that's way beyond my current understanding of MM's capabilities.
  6. Oh, I like this technique much more than what I'd been doing. Would it be okay for me to use your MM config (with attribution, under the same CC-BY-NC-3.0 license) as the basis for what I include with the updated mod? Yeah, I've been working on that. I've been trying to figure out why adding animations causes the import to fail. My suspicion is that the tutorial I learned from is outdated. With the original version or my update?
  7. Let me guess. You forgot to stage the engine?
  8. I think you may have misunderstood. The goal was simply to update the mod so that the bare and boattail were variants of a single part. Making both of them act as variants of the stock engines may not even be feasible. I have a tentative plan to add a ModuleManager config so that they'll replace the stock parts, but that's still not quite what you're looking for. *shrug* Absolutely. I still have a few fixes and tweaks I want to make before creating a proper thread (plus adding it to Spacedock/CKAN/etc.). By in the meantime feel free to share the current version to those who would be interested.
  9. Good news, everybody! Here's a test release! Licensed CC-BY-NC-3.0. The work is originally by Porkjet / SQUAD with additional changes by me (Rob Speed). Edit: Ugh, hang on. Github is doing something stupid with it because I'm using Large File Storage. Edit 2: All fixed!
  10. Sure. PorkJet actually did quite a bit to lay groundwork for that by including a set of textures for PBR shaders.
  11. I noticed is that @Porkjet optimized the boattail engines a bit by removing their inside guts. But that's not really necessary any if they're sharing the same model, so I went ahead and split things up a bit (which actually reduces the polygon count). Now you can peek up into the boattails!
  12. Nope. I've been using Blender to combine all of the meshes into a single model, so there's no GameObject duplication.
  13. Just happened to start looking into this today, and made some progress. Thus far, I got the LV-303 "Pug" up and running. I think I have the process nailed down now, and I think I can get through the rest of the engines by tomorrow. Some screenshots.
  14. Okay, I'm understanding a bit better now. I was under the impression that only (ker)manned parts applied towards kolony rewards, in which case an airlock really shouldn't count since it's only supposed to be a temporary location. In fact… I can't seem to find any documentation (even on the wiki) about how that mechanic functions.
  15. Another possibility: https://en.wikipedia.org/wiki/Big_Trak
  16. I don't really see a downside. Using up more memory, sure, but these are small packs to begin with.
  17. I recall long ago when the Kethane mod added a part called the "blender" which would allow you to convert kerbals to fuel. Sometimes sacrifices have to be made. But that is called "cannibalism", my dear children, and is in fact frowned upon in most societies.
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