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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Does the new one fix this bug? Every time I EVA on a hyperbolic orbit, it calculates my kerbal's SOI change (I have it set to automatically stop time warp). Also, is there a way to automatically remove alarms where the 'VesselID no longer exists'?
  2. Haha, I was wondering if you were going to do the new engines! I thought they looked KW-y enough already but it'd be nice if you did them anyway, helps keep it all more the same style.
  3. I'm almost 100% sure it is. I'm having no problems with it and ferram has stated that it compatible anyway.
  4. Ooh, would you mind posting that? I'd like to have the MapTraq bit on each ship, I keep forgetting to put it on. Also, what does that Editor Extensions cfg do?
  5. "Incorrect, FAR 0.12.5.2 is functioning perfectly fine. Whoever says it isn't has other broken mods interfering with it and is blaming the wrong thing."
  6. EEEEEEE! IT'S BEEN RELEASED!!! Do you know about or want me to check 0.23.5 compatibility? (EDIT: once you make it available, of course...)
  7. I believe it is, yes. I have the MM config to ad KER to all command modules and it happened, so I'm assuming it works fine.
  8. Ah yeah, that would be easier, adding in a FSTexture Switcher module. I think it has compression, but don't quote me on that. And I've never tested it either, someone more versed in MM stuff would be able to answer that.
  9. Glad to hear fairings will be changed too! Another thing: have you considered Module Manager support? Instead of overwriting the files, you could make a config that directs to your textures, leaving the stock textures untouched. Something like: @PART[liquidEngine1-2]:Final { @model = your textures folder location (something like blackheart/Engines/liquidEngine1-2) } Yae or nay? (or whatever it uses to get the texture, might not be the model bit.. could be mesh.. you're doing them, you probably know more than me)
  10. Ah, so you're the reason my vessels were bouncing off the ground at 100 m/s intact! Hooray for fixes! Downloading 2.2 now, thanks for the quick update (hardly surprising though).
  11. You dick.. Anyway, here's something you may not have thought of - the engine fairings. When I had my KX2 up and flying, it looked quite odd to have the clean white of the KW fuel tanks next to the dirty grey of the Poodle fairings.. Is it doable? Oh, and your beautiful textures survived the move to 0.23.5
  12. I think this version works for 0.23.5... I'm getting a readout on those LFB's, at any rate and as far as I can gather, it doesn't do that in the normal KER code.
  13. Ugh, typical me, stuck at work when not only is ARM released, but KAS is updated for it too.. props Majir, that was fast stuff.
  14. So I was trying out some configs to get CoolRockets to work with KW stuff and it started throwing NRE's at the 2-1 adapter. Only mods installed are CoolRockets and KW (removed all parts that aren't structural, engine, fuel tanks). Any guesses as to this? I could try on my main install if that'd help. Also, was wondering if I could get some help with the cryo effects for the twin-nozzled engines. They're a real pain to line up with the nozzles and I haven't even attempted the exhausts yet. Fuel tanks are nearly done though, but I've no idea how to get the effects on the side tanks or LFO adapters. Anyone want to help?
  15. A fair point. Considering its low thrust, I doubt people would be using it as a lifter engine (which is what CoolRockets enhances) but hey, it ran on the same stuff as the other ones, that's why I did it. There is always the option to toggle launch effects on and off in the VAB so I'll keep it in just in case. If people don't want it, they can always delete the section. Considering how long it took for to get the right position and width, it'd be a shame to let that work go to waste just for someone else to want to do it all again. Anyway, does anyone have any idea how I would do the ice on the conical adapter tanks in KW? I can't think of a way that would work well. EDIT: Oh god, the side tanks... But, dtobi - is there a way to disable the nozzle effects on ignition? At the moment, it's the launch clamp release which does it which is all fine and great, but if you ignite your engines and throttle up before you release, you get flames AND cryogenic smoke coming out and it doesn't look terribly realistic.
  16. So this is what I have so far: To do: sort out the multiple nozzled ones (almost there), sort out exhausts, sort out tanks.
  17. To be fair, I love the Poodles texture. Normally, I'd use KW's SPS, but the engine bell is too big for stock landing gear. The Poodle is slightly worse effiicieny, but with such a nice look, why WOULDN'T I use it?! I'd say it's actually better looking than the SPS.. you did a fantastic job! I would rep you again but I can't do it yet. But I will!
  18. Working on some KW configs.. can't figure out how to double up the effect for the twin/quadrupled nozzled ones.. wonder how the other guy did it. Actually (thinking out loud here), it might be possible with 4 effect models, each offset by a certain x/z amount.. mind you, with the amount of mods I've got, might be best to try it in a stock install to cut down loading times.. but yes, working on the engines for now. Will try and have a go at the tanks when I have time.
  19. Fair enough then. I just remember reading a while ago that a rescan was needed. Good to know for the future! But as he's not getting kethane out the ground and he thought green = unlimited KH4, I think it's safe to assume he's mined the hex dry.
  20. Ah, I see. Guess I'll have to reinstall B9 then to get this gorgeous piece of work.
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