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Chris P. Bacon

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Everything posted by Chris P. Bacon

  1. FAR also lets you switch your airspeed around to mach numbers and knots.
  2. Yeah, those cfg's just shuffle around the assets that come with KK to new coordinates. I'm more concerned with being able to place my own models. Edit: Found a solution. Just have to start a new game before installing RSS or any other mods to generate the KK.cfg, then remove KK's static objects and add in whatever mods I want to use. Seems to work fine as long as I don't create a new save game without removing everything. Kinda weird, I remember previous versions working flawlessly in RSS (besides default objects being at the wrong coordinates). Edit 2: Nevermind, it worked until the second game restart... now it can't find the KK.cfg again... will continue to plug away at it to find whatever the conflict may be. I suspect something goofy is going on with folder permissions or something, because I am using the mod without problems in a much heavier install (100+ mods instead of stock + RSS).
  3. Having the same issue here. Figured it was just an issue with RSS or sandbox. Relevant line from the output log: File 'C:/Users/[mypcname]/Desktop/KSP112Testing/KSP_x64_Data/../saves/default/KK.cfg' does not exist
  4. I think he was some kid they let fly the Enterprise in Star Wars. Edit: My signature is probably good enough for this thread, although I'd be surprised if it hasn't been said already.
  5. Sounds good man. It's all personal preference really, since they are stock-alike parts after all All I did was make a duplicate part.cfg and edit the scales in the model {} section. A mesh switch is a much more professional way to do it.
  6. Ya nailed that OMS model, nice work! I had a bit more of a go at editing textures (not trying to step on your toes or anything Pak, just something to do while waiting for the hype train to pull into station). The Buran nose has a scale of 1.0, 1.1, 1.0 in the cfg to give it a bit of a stretch in length, not sure if it's the right thing to do, but I thought it made it look a bit less stubby, and more like the real Buran. Added a textureswitch module to the Mk3 cockpit and refined that texture some more. Removed the black tiled ares between the windows, squared up the window borders on the top of the cockpit, whitened the hatch border (Buran only has the black outline on the center circle) and removed the window in the hatch. The white areas also have some very faint tile outlines and less pronounced panel seams. Also tried to replicate the asymmetric tile pattern on the nose. I play with these in RSS/RO, so they're just to satisfy my own pedantic nature. I'll leave the textures here if anyone wants to make use of them (keep in mind the tiles line up best with that 110% scale in the Y-axis on the nosecone). The Buran airframes with the nose docking ports were just a cheap way of throwing a few space tugs in orbit. They weren't really a variant of the Buran, but more of something to do with the leftover junk from the program. They were going to be reused test articles (similar to Enterprise and the other wooden space shuttles) with an OMS system slapped on and a cargobay full of bombs. They weren't meant to reenter, and were disposable. Having a nosecone like that beneath a heatshield sounds like a pretty sketchy proposition, but it would be neat.
  7. Dude, you rock! I should've been following the thread, I was just trying to hack together my own Buran textures last night. Looking forward to the new parts!
  8. I think you may be over-estimating my competency I couldn't even name what coding language KSP uses for plugins, let alone know what might need to be fixed. I'm willing to pick up a "For Dummies" book and jump in head first to this plugin stuff though, if no one else is going to pick it up, it just may take me several weeks/months to figure it out
  9. Same problem here, GUI isn't opening on mouse-over, only the blue part highlighting is working.
  10. The only countries using metric altitude measurements in aviation are China, Russia and North Korea.
  11. Funny, I had just built an SR and KC-10 a couple days ago. Cockpit looks real good in black kerbpaint. Great minds think alike
  12. Happens to me too, I had assumed the sharedassets file was for KSP 104 and won't work with 105.
  13. Kerbal Konstructs should be working just fine in 1.0.5. I have been using it without trouble for a while now. The kerbinside objects with concave colliders, however, are broken.
  14. It has an extremely low mass (mass=0.04) for it's surface area. Maybe this is causing the heating to do weird things? I've had pretty much the same problem with huge parts before: http://imgur.com/a/SiCSk
  15. This is an epic idea, I wish you the best of luck man! As a Stephen Baxter fan I may have to add in a tidally locked, half-frozen, habitable Proxima-c
  16. There is a bit of a selection bias here on the forums. Those of us who are willing to put in the hours of cfg tweaking are probably less likely to come into the thread to complain about (almost always known, and stated) small bugs and glitches. I've been messing around with your (and pete's RVE) configs and new shaders for days now, trying to get things all setup for my RSS install. You guys do some great work, but ya have a life as well, and I'm not about to come on here and complain about the dozens of little problems I come across every day, unless I've put in dozens of hours myself on the problem, and am certain it's something truly broken which I can't learn to fix myself. You've given us an awesome platform to jump off from, and people wouldn't be bothering ya so much if it wasn't such an exciting mod. For every post here, there are ten people silently enjoying the heck out of the mod, problems or not. Try not to get too disheartened or overwhelmed, the majority of us know this is an experimental WIP and to keep our mouths shut
  17. Optimistic estimates are mid-January, realistic ones are the beginning of February. From what I've heard it's just entered QA testing, so not long now!
  18. Yeah, was just thinking ya might find it easier to edit stuff on, I wouldn't recommend it for general users. I've always used it to setup my linux installs, since most all of my editing software is on Windows.
  19. Have you tried the 64 bit workaround for Windows? It's pretty unstable with heavily modded installs, but I've found that linux gets just as, if not more buggy, with what I try to run, so I've gone back to using it. http://forum.kerbalspaceprogram.com/index.php?/topic/105592-windows-64-bit-community-workaround/
  20. I've had a bit of free time lately, and if you'd like, I could probably throw together a quick release in a couple days with the models we've currently got. If not, I may release my Atlas towers and VAB separately, just to hold folks over. It's been four months afterall
  21. Really looking forward to it man, even if it's just a quick and dirty patch for the new scatterer
  22. Ever considered a Casaba-Howitzer? Basically using the shaped nuclear pulse warhead from an Orion drive as a directed nuclear-pumped x-ray laser. We're sorely lacking in space-weapons for BD, and I just thought it might fit in well with the rest of your pack http://www.projectrho.com/public_html/rocket/spacegunconvent.php#id--Nukes_In_Space--Nuclear_Shaped_Charges
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