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Pro Props - Wearable items for your kerbals. Updated to KIS!


Locob

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Hi1 Found out, I am not talented for this work. I can make some minor changes in the files for Texture Replacer, but making a model is impossible right now. I would be glad if someone makes the Snoopy Cap. Thanks!

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I talked with a guy for help in modeling (to fill the requests). He is currently working on the snoopy cap. Not sure when will finish.

After that, is up to him if continue doing it.

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That would be a cool thing to do.

--

I did a thing planed long time ago. Pretty happy with the result. Doesn't move, sorry. If a modder want the models to make it move, send me a PM.

http://i.imgur.com/2eo4Pci.png http://i.imgur.com/r3d8kYQ.png

Hello there! I tried to use this awesome looking device in my actual KSP! Intended to be used as a tool / parts holding device or to grab ladders and handrails during work. ( Even if it is not functional, the idea is great). But unfortunately the Towelholder doesn't apper in the Science Category nor in the Level 1.

Did I do something wrong? Placed the folder on its own in Game Data and tried out placing it in ProProps subfolder, but both did not work....

Can someone help?

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I checked, and should be on the start, and science (it shouldn't, ha) and in the category that KIS create.

there is a "Parts" folder in the default game folder, try there.

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I checked, and should be on the start, and science (it shouldn't, ha) and in the category that KIS create.

there is a "Parts" folder in the default game folder, try there.

Thanks for your help, Locob. For some reason the part keeps missing in my actual saved game, but if I start a new one or even go in the sandbox game - there it is! In Science. It looks really cool!

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Again the TowelHolder!

Hi there! It took me some time to get it right. Now the TowelHolder also appears in career mode. For this I changed some lines in the CFG. With your permission I will post the changes or send you a message.

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I changed following lines:

TechRequired = Start

entryCost = 150

cost = 300

category = Science

Into:

TechRequired = start

entryCost = 0

cost = 300

category = none

I am unsure which of the changes is neccessary or unneccessary but with this new lines the part appears at least on my PC in career mode and in the tech tree.

I changed Start into start because some CFG's are case sensitive, don't know if this is correct for this line.

Hope to see some new Parts soon :cool:

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Hi there!

Recently I was reading a book about the earlies of the NASA spaceflight and I came across this: On the flight of Gemini 3, John Watts Young managed to get a Sandwich on board for Virgil Ivan Grissom, who hated the prepacked, sealed etc... food provided by the NASA. Grissom found it had to less mustard, but was happy with the Sandwich anyway. Maybe this episode could be a funny text for the PreProps Sandwich, which says: "I can't imagine a funny text for this, I just want to say, that is one of my favourete foods."???

Link to Wiki:

http://en.wikipedia.org/wiki/John_Young_%28astronaut%29

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posted by locob 2 pages back

About the Helmets on the female Kerbals: I found the problem. I sent a message to KospY to see if i can avoid to change the code in every not working part.

The thing is that KerbGals use "equipMeshName = headMesh" and males use "headMesh01"

If you are in a hurry change the line to this "equipMeshName = eyeballLeft" that way both will be able to use the helmet.

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  • 3 weeks later...

Hi there! Had some spare time and worked on the CCA ( Communications Carrier Assembly ) or Snoopy Cap. It's not as good as I hoped, but at least - it works :cool:

[imgur](http://i.imgur.com/1iOV35L.jpg)

[imgur](http://i.imgur.com/1sk4XGG.jpg)

[imgur](http://i.imgur.com/6e0Tk8z.jpg)

[imgur](http://i.imgur.com/NEQgGlI.jpg)

[imgur](http://i.imgur.com/KlG7Cpc.jpg)

Edited by Tranquil
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Hi there! Had some spare time and worked on the CCA ( Communications Carrier Assembly ) or Snoopy Cap. It's not as good as I hoped, but at least - it works :cool:

[imgur](http://i.imgur.com/1iOV35L.jpg)

[imgur](http://i.imgur.com/1sk4XGG.jpg)

[imgur](http://i.imgur.com/6e0Tk8z.jpg)

[imgur](http://i.imgur.com/NEQgGlI.jpg)

[imgur](http://i.imgur.com/KlG7Cpc.jpg)

Cool!

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Yea. some times I run out of imagination. I'll change that text later.

In other news, I'm uploading this to the list.

http://i.imgur.com/p5xn2KK.png

Just had an awesome idea. What about using BD armory to make the blaster actually shoot? I recall a post in the BD thread with star wars blaster laser and sound effects for the .50 turret.

edit:

Here it is

http://forum.kerbalspaceprogram.com/threads/85209-1-0-2-BDArmory-v0-8-3-%28critical-fixes-improved-AI%29-Dev-Thread-May-30?p=1995207#post1995207

Edit

Darren9 and I now have BD working as EVA weapons with KIS. If we can get permission to use the models as well as find someone to turn them into a turret in unity. This is totally possible. One of us will probably make a new video over the next few days.

screenshot0_zpsqwoozpzg.png~original

Edited by V8jester
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Just had an awesome idea. What about using BD armory to make the blaster actually shoot? I recall a post in the BD thread with star wars blaster laser and sound effects for the .50 turret.

edit:

Here it is

http://forum.kerbalspaceprogram.com/threads/85209-1-0-2-BDArmory-v0-8-3-%28critical-fixes-improved-AI%29-Dev-Thread-May-30?p=1995207#post1995207

Edit

Darren9 and I now have BD working as EVA weapons with KIS. If we can get permission to use the models as well as find someone to turn them into a turret in unity. This is totally possible. One of us will probably make a new video over the next few days.

http://i1077.photobucket.com/albums/w475/v8jester1/Random%20KSP/screenshot0_zpsqwoozpzg.png~original

Excellent!

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