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nli2work

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Everything posted by nli2work

  1. they were in decaying orbit around Mann's planet, then they manage to escape the planet, which puts them in orbit around gargantua; presumably in a position to do the slingshot maneuver around gargantua and end up on a trajectory toward Edmund's planet, with enough fuel to get into orbit over there, and do all the landings necessary to set up colony camp. it's a stretch, but doesn't seem impossible within the envelope of the movie.
  2. I think it was implied they can only accelerate to a velocity for the slingshot to work by dropping the ranger and lander after their fuel is spent. they were used as liquid fuel boosters. Some unspecified reason prevents transferring fuel between main vessel and the two vessels I guess. After seeing the ranger fly around on the first planet I stopped paying attention to the space craft maneuvers as they were obviously not going for anything close to actuality.
  3. +X Kerbal's Right; +Z Kerbal's forward; +Y Kerbal's Up;
  4. True. I had a note few version back specifying the example craft files required pWing pluging, but thats been buried. Only the 4 pWing parts require pWing plugin. You'll still have most of the other parts if you prefer standard wing boards from b9 or SPP. so strictly speaking pWing is optional. unlike FS which drives the fuel tank switching and about 75% of the engine parts. @SmiteZero, I think FAR and DYJ will have to work together for something like that to really happen. All I can do is make things that _look_ like a split flap, it'd still just work as an airbrake. I'm transitioning toward some more space faring oriented parts, plane stuff will probably take a little back seat for a while.
  5. if you just want to change the main Wing part, you can make a duplicate of rFpWing_DIF.png in Textures folder and edit it. then set the wing to use the new texture in the config file. e.g. in the rFpWing.cfg, change the line to "texture = rFpWing_DIF, RetroFuture/Textures/your new texture" without quotes. in PS you will have to copy/paste the initial layer into alpha channel, then duplicate the RGB layer a bunch of times to get it back to an editable state. other wise it's nearly transparent. you can just swap the dark/light sections and it should work. you don't have to save the alpha back out, it controls the shininess of the wing board. if you want to keep the alpha, you have to make a selection using the alpha channel (which will appear as if nothing is selected) then layer-via-cut on the RGB layer. delete the mostly opaque layer. save the final layer out as transparent PNG.
  6. not sure what you mean here. if you only modified placement of props in an existing IVA, there's no need to verify alignment. if you are creating an IVA for an existing Part, use the old IVA as reference for your alignment (import the old IVA from the Part through Parttools) if you are creating a new Part with IVA, then check this section in the video http://youtu.be/ux_9tO6PShA?t=37m30s
  7. beats me. installation error most likely. All pods except med2mPodA and mkX31Pit have IVA if you don't have RPM. if you have RPM all of them should have IVA. if you installed by replacing the old version then you should delete the old folder and install new. if you already did that I need to see a clean output_log by following steps here
  8. just save the INTERNAL{} config and should be good to go. Select the Internal you imported from Spaces tab in the scene, click "Save Config" in the inspector panel. around here. http://youtu.be/PrjTcv9WmRQ?t=31m59s
  9. It deserves all the praises heaped on it. The metaphysical stuff is still really bad. I like Sunshine better. After thinking about it for few days after seeing it, all I can say now is, "Get your ass to Mars".
  10. @SmiteZero, yeah that wouldn't be hard. I'm thinking of adding mesh switch to the existing adapter so you can switch between square or round ends. @falken, yea pretty much. if I had designed something from scratch it would have turned out similar too. the all RPM IVA is really what the exterior was built around. Now that that's done, I can do more fully enclosed command pods without having to deal with windows. you all are building far better planes than I am haha.
  11. ModularFuelTanks. toolbar disappears when root part is added in Editor mode. KSPAPIExtensions ? replaced MFT KSPAPIExtensions with one from IR. still same. Logs, no errors from what I can tell. but pretty sure Toolbar shouldn't disappear after adding a part in Editor http://www./view/4h6a16t66iphbun/MFT_IR_Log.txt
  12. got a strange one... IR button doesn't show in blizzy Toolbar or KSP plugin bar. replaced KSPAPIExtention.dll from TweakScale with new one from InfernalRobotics. Logs show DLLs loaded with no errors, all parts show up correctly, right click in Editor shows IR related menu items, KSPAPIExtention is loaded, configured blizzy Toolbar to show IR buttons, the buttons only show briefly between scene change.
  13. I don't care much for it; but it's not my call. As long as the game is open enough to modders and the space faring mechanics remains more or less accurate, I don't care what Squad does with the "main" game. if they suddenly decided to do Star Citizen... or remove sandbox mode... I got other hobbies to waste my time on.
  14. http://forum.kerbalspaceprogram.com/threads/94871
  15. rotation and scale can be set with MODEL { rotation = x,y,z scale = x,y,z } what do you mean by "exclude... from VAB"? if you don't want the part in Editor, don't put it in GameData. if you want it available only in VAB and not SPH, I don't think that's possible without a plugin. I don't know if a plugin exists... maybe part catalog or something like that.
  16. scale only affects attach node positions. e.g. if your scale = 0.1; and your top stack node was 1,0,0; new stack node should be 10,0,0 for visible size change (which will also require node position adjustments) you need to use "rescaleFactor" or MODEL{scale = x,y,z }
  17. parts on WheelColliderIgnore layer will be invisible. so if you got a strut or piston that needs to be ignored by the wheelCollider; their collision mesh has to be a child gameobject of the piston or strut; not a collider component of the piston or strut itself. FXLookAt constraint works along the local +Z Axis; so you might need to adjust the pivots of the mesh objects or add empty game objects in unity as movers for the struts and pistons. you can add/remove child objects to the heirarchy without breaking animations, as long as the original tree structure of the keyframed objects left intact
  18. yeah they are pretty out of date, most of them were made in 0.24.2.
  19. I don't think I will switch. I can probably do an MM patch.
  20. that's strange. sounds like the FS module is working properly. I can only guess some other mod is changing the default fuel amounts.
  21. what kind of ISP do you suppose is that ranger shuttle's engine? and thrust too. it got off of the 1.3g planet without much sweat. but took the whole SLS to get off of earth?
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