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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. They're there, they look like the main engine on the bottom here (credit /u/dallabop on reddit) Anyway, @Ven, there's a small gap between the Poodles fairing and the tank if it's used on a 2.5m stack. If you attach it to the higher 1.25m node, obviously the gap goes, but so does the tankbutt. Not sue if the Skipper does the same, haven't tried it.
  2. That's.. actually genius! I'll have to start doing that, never thought about doing it. Still though, would very much like something to disable it.
  3. Correct - browsing the documentation, even just the windows need to be their own separate transform, props should not contain flat mesh colliders, the IVAs have to match up to the external model (something a surprising amount of pods don't do).. like I said, new textures and configs aren't going to cut it, the part has to be modelled (almost) from scratch with JSITransparentPod in mind (obviously possible to retrofit a pod with it, but this does involve modelling etc).
  4. Have 2 sizes, problem solved. Even better, have a tiny one for probes (though, technically, it should use Liquid Hydrogen which means a bigger volume.. I can't explain the confusion and sadness I felt when I installed NearFuture tech to change the RLA NTR to LH2 and a similar sized probe having less dV in LH2/NTR mode than chemical rocket mode). Ok, 2.5 and 1.25m only.. makes most sense.
  5. Transparent windows are a possibility with a PartModule from JSI (JSITransparentPod), but the model has to be specifically set up to include it - you can't just slap it on the stock cupola and call it a day.
  6. Doubly confirmed, same with some solar panels as well. I thought it was just a stock quirk and wondered why no-one reported it ¯\_(ツ)_/¯
  7. Just a a thought - you haven't set the surfaces to deflect -100%, have you? 0 is the middle of the slider, not the left.
  8. Oh, nice! Just a thought, would be able/willing to have a look at the request I posted not too long before you posted this? Though, that's more of a CameraFocusUnchanger Either way, this will be very useful, thanks!
  9. Between now and the heat death of the universe. No, see above.
  10. It'd be nice for cinematics and gifs if, upon docking, the camera didn't immediately change position and direction and the 'CAMERA - FREE' or whatever text didn't pop up either.. I'd like for the camera and camera direction to remain the same between pre-docking and post-docking while also possible hiding the text and possibly making the camera pan to the CoM a bit more slowly (maybe following initial velocity vector?). Pls. Seeing as I see no rule against it, I am offering a free pizza/5 cups of programmer-grade coffee for this.
  11. Just a heads up, todays 1.0.5 announcement features the following bugfixes/tweaks as: Looks like AntennaRange is not the only mod that stock are appropriating
  12. Sorry, I misspoke earlier. I assume you meant something like this? What I meant to say was that your second option (attaching ladders to moving doors) isn't doable as the ladders would not move with the doors. The first option though, to have something similar to the picture, is what I meant by having the ladder as part of the model itself but I don't know if that's doable as well. Either way, the first option (having the door and attaching a ladder to it) will not work if the doors use ModuleAnimateGeneric. EDIT: Re-reading your post (god, I'm stupid today), I get the feeling you would want to attach the ladder the part that is hidden by the doors rather than the doors themselves. In which case, the doors/part would have to have ModuleCargoBay in order to actually shield the ladder from the airstream (in stock, at least. With FAR, no problems at all). Either way, if that's what you want, I'd guess it'd be doable (basically a sideways service bay with a thick core that has a hatch built in, attach the ladder below the hatch, close doors and everything is hidden).
  13. The only problem is that stairs attached to the ladder won't move with it - they'll stay in whatever position you attached them at, regardless of actual door position. Probably better to make the inside of the hatch a ladder as part of the model, though I don't know if that's supported by ModuleAnimateGeneric either...
  14. Here you go: EDIT: And now in decal form! Let me know if you wanted something else.
  15. The way airbreathing engines drain all tanks evenly (by using the same fuel flow rules as monoprop). It ostensibly helps with controlling the CoM.
  16. The best explanation I've seen of this is from Technokratik: "Maneuver node controls rotate with the post-maneuver trajectory/orbit, but the maneuver's reference frame is that of the pre-maneuver trajectory/orbit"
  17. Gonna go ahead ahead and agree with this - ohgodthejaggedlines...
  18. After RealismOverhaul. Patches are run in alphabetical order in the groups (BEFORE/FOR/AFTER etc), Reali comes after Realf.
  19. @Ven, could you rename the TR-8A Stack Decoupler to the TR-8A Radial Decoupler please? Stack decouplers decouple stacks, radial decouplers decouple radial stuff
  20. Great, could you forward it to the devs please? There is no 'toggle', only 'on'
  21. My game told me to post this here: Exception occured while loading contract parameter 'PartValidation' in contract 'MunStationCore': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: 'cupola' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[AvailablePart] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 I updated a couple of mods and now things have broken severely.. Trying to find the culprit, but it seems like the game can't find any parts, even stock ones (like the PotatoRoid). EDIT: Either CollisionFX or BOMPs, just in case you were interested. Probably the former.
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