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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Try commenting out or removing the "CoMOffset = 0,0,4.5" lines in the airship hulls (in the HL10 folder).
  2. Unfortunately not, but you can click on the screen to show images from your Screenshots folder.
  3. I finished placing the props for DSEV's new Clydesdale: And Finished the modeling and texturing for the new holo-screen prop: Just like the pong screens, you'll be able to click the holoscreen prop to change the image it displays. Unlike the pong screens, you'll be able to change the opacity on the screen to get it out of the way if desired.
  4. @Kuzzter @Geschosskopf Holo-screen is coming along nicely: It works just like the internal "pong" screens, but you'll be able to change its opacity to get it out of the way.
  5. That's a custom screen I did for the plasma screens. You can click on the screen to display an image found in the Screenshots directory. Good to know, thanks. I think I'll wait until the next release then.
  6. That's a problem then. I know that @MOARdV is working on a new Avionics Systems mod, so I can make a variant with MAS once it's ready. Creating an ASET IVA is problematic because the mod hasn't officially been updated, and it's a lot of work to do an ASET IVA, and I'd rather not see that work tossed out the door if ASET isn't going to be updated. Meanwhile... The stock IVA is almost done, I just need to create the holo emitter suggested by @Geschosskopf.
  7. Is that an official release? I need to make sure I can post a link to the official mod, or people will complain that they can't find it.
  8. I just heard about Avionics Systems, kudos to you for making a successor. You probably already have a persistence solution, but if not, I figured out a persistence trick for props some time ago, and use it with my internal monitors. You can find the relevant part modules here if interested. Specifically, the internal plasma screen and prop state helper. Looking forward to seeing MAS in action.
  9. That definitely does make it different... but but, what about the ocean of Laythe? What's it made of...?
  10. Cool. RPM is a requirement for ASET, but last I checked, doesn't contain the ASET controls. I need a URL to the ASET controls that are working on 1.2.2. Without that I can't make an ASET version of the props.
  11. I finished the modeling and texturing on the Clydesdale's IVA: Now I just need to add the props.
  12. That's fine, I'll fix it when the actual thread returns, where they're correct.
  13. Hm, ok, does this happen with new airships you've created or existing ones? Just trying to get a feel for what's going on as I don't see the issue you're reporting. I'll need to see logs, there's not enough information. Make sure you install everything that comes with the mod.
  14. I decided to scrap the USS Enterprise bridge look this weekend, and am going with more of a 2001: A Space Odyssey vibe for the Clyde's IVA, with a hint of the stock mk3 shuttle cockpit. The flight deck is meant to be spacious; I don't want the kerbals to feel cramped on their long journeys. For reference:
  15. Looks good. Probably best for you to include it in your mod as it's easier to keep up to date that way.
  16. I ran into these problems too and fixed them. The fixes will be in the next release.
  17. I haven't had any problems with the cargo lift. It works fine for me as long as I keep the airship in focus. Actually, it works even when it's not the focused vessel. I've added a couple of tweaks for the next release to do things like not persist the elevator travel distance if you unload the scene, so if you, say, lower the elevator, go back to the space center, and then come back, the elevator will be back in the ship. This is by design, the elevator is a bit of kraken-tech, and I don't trust KSP to properly set up its position and state when you leave the scene. Also, if you run into a situation where the elevator is raising up past the hangar deck, try doing something sensible, and stop the elevator. It's not hard, there is a button to do that.
  18. Wow, looks great! Glad to see that I succeeded in making gondola parts that are very versatile. @Shnyrik Looks like a fine airship. Speaking of airships, I'm working on some craft files. They won't include the AirPark part or carrier accessories, but I definitely recommend them. First up is the titular Heisenberg, made entirely from the parts pack and stock. She has two first-class cabins, two passenger cabins, and can carry cargo as well: Walkways courtesy of @Enceos. Next is the Macon, a modified Heisenberg-class airship that's been turned into a flying aircraft carrier. Macon has a wider hangar deck than her sister ship, the Akron. I'm still working on the mesh for the wide hangar fairing. To complement the Macon, this is the Aeris 3V, a trainer VTOL aircraft: Her VTOL engines are a little weak, but you can fly her if careful. Finally, this is the Skydancer, equipped with two habs, two science labs, two greenhouses, a drill, ISRU, and relays. She's ready to fly to Laythe- just add science. These will be available in the next release.
  19. Not for the Akron, I'm planning on using it for a story, and besides, it combines the Heisenberg, Buffalo, Pathfinder, and MOLE mods, so you'd need all of them to use it. I'd have to redesign the airship to use just the parts in the Heisenberg mod along with stock parts. I suppose I can create the KSNS Macon (ZRS-5), named after the USS Macon (ZRS-5), for the next release, that just uses the Heisenberg and stock parts. The airship will flip over if you're not careful. That seems to be the number one problem people are having, although the Akron is pretty well balanced and flies just fine. Regardless, next update will have a significant boost to the gyro ring toque (like 500 units of torque), along with a bump on its ElectricCharge requirements. Thanks! I'll do some tweaks and see what I come up with.
  20. Looks cool! For the mesh switch, I'll have to look at that. It should support multiple switchers in the same part; the objects section tells the switcher what objects it can hide or show. If it's ok to distribute the walkway, what license do you use? All my stuff is ARR to avoid hostile forks, but the Cyclone is CC-BY-NS-SA. No problem. The Aurora is looking great. I did notice the gap between the hangar sections and your flight deck. Not sure if you're aware, but you can attach the flight deck fairing to the flight deck, and then stick an extension onto the fairing. You can see an example on the Akron: Really cool to see how you have multiple planes with folding wings, and the underside radome is a nice touch too. It also looks like the mod could use a "hurricane bow" based on your picture...
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