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Everything posted by nli2work
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there's just 1 size grabber. To me it's a much stronger size1 docking port. The way grabber work makes it essentially a universal docking port, Just target a docking and move into it as if you're docking. And surprisingly... mechjeb will autodock whether you have a docking port or not. so you can arm the grabber, then autodock with mechjeb... but don't try to do that... you'll get stuck on the docking port. working on a fix as I type as far as JSI error... that's most likely unrelated. There's nothing that uses any RPM functionality. Fixed Colliders on carrier adaptor. links in OP.
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use grabber to dock after initial separation.
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Updates and Pics in OP New Helper Drone part, basically remote controlled high power RCS block with grabber unit. roughly same size as small stack RCS tank. Indicator lights to help with orientation, red-left, green-right, yellow up. Adaptor part refitted as drone carrier with space for up to 4 helper drones. Will replace Adaptor w/ Service bay in the future.
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Pro Props - Wearable items for your kerbals. Updated to KIS!
nli2work replied to Locob's topic in KSP1 Mod Releases
open up the kerbal's inventory the items have a # in the icon. press the # button to equip that item. -
Interesting! Looks fantastic, good lighting does wonders. Squad should license this into KSP stock... cept it's hosted on mediafire... lol
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zero out all pos/rot on sc_barom; then rotate sc_barometer so the front is facing Z- relative to sc_barom. whatever you attach PartTool script will be the part's reference root, it will always get zeroed out to match Unity World orientation during export. here's some old visual reference I made; Unity root is all zeroed out, and the object at default orientation in VAB and SPH; as viewed from starting camera position front of your part pointing Z- will face lower right corner in part list icon; X- will face lower left corner.
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what mod are you running to get that lighting? Planetshine?
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An ongoing thread for random parts I make for the fun of it. All will work with vanilla KSP. With the magic of ModuleManager some parts will behave differently depending on the mods you are running, or you may get extra parts that work only if certain mods are installed. There're no interdependencies... so you can remove the parts you don't want by deleting the part's folder. Download will be Dropbox only, there will be no version numbers. I will simply add parts as my fancy strikes me. Install instructions: download the part you want; place in GameData/DrKermnassusParts Download: https://www.dropbox.com/sh/bso7vfiztoqvczy/AAA57HlmaGA2WjVC157R-oYFa CC-BY Ikerus Mk1 (Left): Single part solar heat shield in 3.75m diameter housing, deploys to ~38 meters in diameter. Deploys once only. Generates small amount of EC through thermoelectric effect. Kerbal for scale. Ikerus Mk2 (Mid/Right): multi-part solar heat shield for KAS/KIS assembly in orbit. Central hub is 5m diameter and is applicable for variety of situations that require high temperature tolerance so long as active cooling is available. Most effective against radiative heating. Total of 12 panel sections to be attached around the center hub piece, can be built to any size between ~11m (17 pieces total) to 100m (449 pieces total) in diameter in roughly 10m increments. Every 4th ring section have additional structures for strut attachments. Dr. Kermnassus's Rectlinear Wonder Adaptor! Lowers your rover's COM; provides plenty of attachment surfaces and extra clearance for wheels; and helps you convert that unused rocket fuel to electric charge! Works equally well for 1.25m and Mk2! Kaptain Kerbin! Rigidity Enhancer© : Limp rocket's got you down? Want to light up that special heavy lifter in your life? Use Kaptain Kerbin! Rigidity Enhancer©! Half the weight and twice as strong as boring old standard struts. Specially engineered to gently curve around your vessel to accentuate it's lines. Proudly manufactured on Kerbin. And for a limited time, Vessel Surface Self-Illuminator included at no extra charge! Never fear the night side of any planet again! Gravioli Core, a wondrous piece of machinery that does amazing things. Most importantly, help you in the never ending quest to find the elusive Positive Gravioli Particle! Cybernetic Rover, affectionately dubbed "Kerover" by the engineers. Carries up to 4 Kerbals using external command seat for that romantic safari trip; or a variety of scientific instruments when you are in the mood for some exploration. Comes with carrying harness and fresh Brain. Legs optional. Shielded Docking Port Specially designed shielded dockingport that is 39% more aerodynamic than the standard version. Handcrafted with passion and lovingly polished with all natural baby seal oil for extra speed when travelling through the atmosphere. Use caution when operating shield panels, may cause spontaneous dis-assembly of craft without adequate clearance. Texture by Squad. Kerbal Washer Keep your Kerbals clean and smelling fresh with Kerbal Washer 3000! Large loading door, massive 8 Kerbal capacity, customizable light color, Heavy/Standard/Gentle wash cycles with automatic shutoff and water conserving modes. Also functions as Airlock and Docking port. Kraken Parachutes. (top left). Radial and Stack versions. Cleverly disguised like normal parachutes until deployed. "Big Bubba" trailer hitch (left), simple structural unit with integrated RCS ports and Mono tank (default empty). End plates are 5m. S3-14400 Tank for scale. Multi Spectral Scanner Probe core (top mid). 1.25m. Vanilla behavior is Survey/GPS Scanner. With Asteroid Day it becomes an IR Telescope for spotting Asteroids. With SCANSat it becomes Radar Altimetry/MultiSpectral Scanner. SCANSat overrides Asteroid Day if you have both installed. Data Transmitter and low output RTG included in all variants. Kerb a'Lamp (lower mid). Edison Kerman, the Wise, will light your way in the dark, and illuminate your vessel in soft green glow. Kraken Seeker (right). A trained Kraken to sniff out valuable ore on any surface, planet or asteroid. Surface/Asteroid/GPS scanner. with KIS you get a freebie Kraken Space Helmet (lower right)... blue and pink versions. CC-BY *license update. linuxgurugamer has graciously take up these parts going forward
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1.1's VAB/SPH editor lighting
nli2work replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
I think they mean shadow on the parts. -
No point to setting up vertex cache animation, it won't make it through PartTools.
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Of course, just add your name to the "author = " line in the config is fine.
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Helmet attachment doesn't work on female kerbals... checked the kerbal hierarchy and tried a dozen different combinations in the KIS config, all gives error "evaTransform not found" when attempting to equip a helmet item. Edit: Figured it out... mesh name is slightly different between EVAKerbal M and F versions.
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Part Obsolescence
nli2work replied to thunder175's topic in KSP1 Suggestions & Development Discussion
Create an "Obsolete" display filter. -
I just noticed few days ago. It's great!
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Hey Kospy, where is the pipe mesh stored? It doesn't seem to be part of the port model. Is it a line renderer like winch cable too? It doesn't appear that way.
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The Wiki isn't entirely correct. If you use " referenceAttachNode " you need to have a stack node defined in the config. Top/Bottom etc. name doesn't matter, as long as the definition and module config match. If you use " nodeTransformName " you need to embed a transform in the MU file, with Y+ pointed in the direction you want to dock from. "nodeType" now accepts multiple types, i.e. size0,size1,size2 etc. So you can have a docking port that will attach to all other size ports. "ControlTransformName" is an embeded transform that is used to orient the navball when you select "Control From Here" button. If non is specified the part's root node is used.
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Yeah I've had this happen occasionally, KSP doesn't link the texture files properly and for me it prevents the game from loading the part. I dont' know why it happens. What you can do is duplicate the full texture files for each part. When you look in each part folder you'll see 1kb textures in some of them, those are place holders, you need to find the full texture of the same name, and copy that to the each part that has place holder textures. for example the drone core borrows fwdAdaptor_DIF.dds from adaptor part. in the drone folder you'll see a fwdAdaptor_DIF.dds that is 1kb in size, copy the same file from adaptor folder which should be about 1meg, and place it into the drone folder.
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Pro Props - Wearable items for your kerbals. Updated to KIS!
nli2work replied to Locob's topic in KSP1 Mod Releases
right click on a command part and open up Seat0 Inventory. or Seat1..2.. etc. depending on how many kerbals the part holds. right click drag/drop a KIS part to the Seat's inventory. when you EVA the kerbal will have those items. -
Pro Props - Wearable items for your kerbals. Updated to KIS!
nli2work replied to Locob's topic in KSP1 Mod Releases
you need Kerbal Inventory System Mod to equip these -
it's set to the labelText parameter, which is working as intended. Do read through Mihara's Documentation on Github... it's really worth the time, unlike most other documentations. It's well organized and has code samples.
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