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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Ah, ok, I can just copy the CategoryAddon modules then into Pathfinder's parts and it should be good to go. Am I correct in assuming that I no longer need to specify the list of parts to appear in the custom parts tab, so long as my parts fit into one of the standard categories? (FuelTank, Pods, etc)?
  2. For the CategoryAddon, how do you add a custom category, such as the pathfinder category? I'm liking the new changes, thanks for keeping the mod up to date.
  3. Latest KIS definitely affected things. It will take awhile to sort. I'm waiting upon KSP 1.1.3 to see what can be done about the Grizzly. I might just retire it altogether.
  4. No role playing! Dangit! There goes my plans for world domination... Fine. Back to Titan retexturing for me!
  5. Makes me wonder if the crashed flying saucer was a previous attempt by Kerbulus to reach Kerbin...
  6. Ash Kerman discovers the Kerbalkomicon (amidst thousands of other fans who descend upon San Diego once a year)... Klaatu, Verada, N... Necktie? Nectar? Nickle? Neko? Emiko? Klaatu, Verada, N*cough cough cough*
  7. @Enceos I'll update the parts next update, thanks for the info. @Rafael acevedo Nice looking base! I like the landing pad too. Those landing pads remind me of this: Used to play with those and other classic lego space when I was a kid.
  8. Last time I tried I was unable to get it to work. Someday I'll revisit it and see if I can make a KIS attached chute...
  9. Pretty nice launch technique. The US Navy actually does something similar from what I understand.
  10. Been having fun learning to fly with these parts. I ended up adding a couple of part modules to the shuttle body long and nose cone to reflect their lifting body nature through For the shuttle body long: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 9.0 //Big S is a 5 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } And for the nose cone: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } Makes the orbiter fly a bit better.
  11. Again, this was awhile ago so I don't quite remember, but it was something along the lines of not wanting to make it so easy to build rockets that you just procedurally generate the parts and have a rocket. They wanted to keep the lego aspect of the game. Probably best to get Squad's official stance (if any), it might have been just one developer's opinion.
  12. I vaguely recall one of the developers saying that they didn't want procedural parts because it would make the game formulaic. It's good that procedural parts is available as a mod, however. As for the 1.875m tanks, it would be nice to have but for me they aren't mission critical since I can (and have) made my own, including a two-kerb command pod. Perhaps an official stock mod could include 1.875m parts.
  13. I figued the astronauts just depressurized the cab to go outside. If I add an airlock, it would need to do more than just be an airlock, like have a power generator too. Maybe something like a FLEX fuel engine that can switch between MonoPropellant and Ore. But again, this is on the backburner for now while I flesh out more of MOLE and (slowly) work on Pathfinder's remaining IVAs.
  14. @MOARdV Thanks again for taking a look at the part. I tried what you suggested last night but unfortunately I don't know enough about RPM to solve it on my own. I've zipped up the part as it appears in the MOLE mod, and included a Unity package just in case. You can find the zip here. Thanks again for your help!
  15. Now if only Wernher had thought to walk into the pyramid, he could have been transported to Kerbin like that family did in the CBS series Otherworld...
  16. I'll take a look and package up some files for you when I get home from work, thank you Yes, those are stage lock covered flip switches from the RPM install.
  17. I'll see what I can do. I believe there is an interaction issue between the ModCategorizer and WBT. Once that's straightened out I can figure out why it's not setting up the categories.
  18. Hi @MOARdV: Thanks for keeping RPM going! I'm wondering if you might be able to shed some light on an issue I have with a custom docking port I created. For some reason, the RPM screen doesn't show the image from the custom port, and I suspect I'm missing a configuration somewhere. First, here are a couple of shots showing an image from the stock Clamp-O-Tron. It would appear that I have set up RPM correctly: Here's what I see from my custom docking port: For some reason, the image appears to be black. I think it might have to do with the transform but I'm not sure. Anyway, here's how I set up my custom port: And here is the setup for the stock Clamp-O-Tron Jr port: Finally, here is the config from the clamp-o-tron jr: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size0 stagingEnabled = False } Have you seen this type of issue before? If so, do you have any suggestions about how I can resolve it? If you need more info, please let me know. Thanks for your help and insight.
  19. A flying strudel, perfect! Wernher has something to munch on during his long trip...
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