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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Yay! Thanks for letting me know.
  2. I think technically they'd work but they might be a big big on the Buffalo. The cabin size is 1.5m wide by 12.5m tall...
  3. @Kuzzter I was making props for Pathfinder's Hacienda IVA, and came up with this: Inspired of course by Kerbfleet: A Jool Odyssey.
  4. Looks like max science is 0.3 x multiplier for the planet. Multipliers are here: http://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers I believe you use the in-space high column. If you use the FungEye, multiply the result by 0.25. Here's to hoping the models all carry over into 1.1!
  5. Interesting. So it's basically possible, just need to create a free rotation joint. I wonder if that is possible with the joint on the docking port..
  6. Yes, but I haven't figured out how to do that. Is there a mod out there that does that?
  7. Ok, can you send or post your logs? I can see what's going on. Works fine for me so I'm curious about why it's not working. Did you get the latest Wild Blue Tools from GitHub?
  8. The Hacienda has a Wild Blue logo and if you have Pathfinder installed then there appears to be an error. It should at least have the Ironworks template logo. Are you able to right click the part and inflate it in flight?
  9. Hm, looks like there is a bug of some sort, can you post your logs? I'm curious about why the Homestead looks that way...
  10. Not sure why that is. Only thing I can think of is that you've visited the Mun and Minmus before. Have you tried aiming at one of the planets you haven't visited?
  11. 1. Probably when I finish the artwork for the DenEye scope for Mark One Laboratory Extensions. 2. Hopefully it means science defs for Outer Planets Mod. 3. The existing asteroid scanner is meant to improve your chances of detecting new asteroids. I don't know how RubberDucky set that up, so don't really know if it's currently working. 4. I'm guessing maybe, but it depends upon how the asteroid camera is set up. What you're supposed to be able to do is point the telescope at a planet with a wide field camera, take a picture, and you'll get science. I believe there's a science experiment for the camera. Last I checked it worked, but it's been awhile. Right now CactEye Telescopes is in limbo until 1.1 is released. My plan is to keep the mod compiled for the latest KSP until I have a chance to work on it. My biggest concern is how KSP 1.1 will handle the existing models; I do not have access to the source files. It's quite possible that I may have to toss the current 3D models and start over, but we'll see what happens.
  12. Way cool seeing all that's left... and those IVAs, holy smokes those are good. My hats off to @Nils277, that's some really good stuff.
  13. I had no idea you could tweak the eye offset or change where the camera goes! Great info, thanks!
  14. Yup, looking forward to the new release. Back on topic, can't wait to see what @Kuzzter does next! Will there be another story while the Intrepid makes her way to Jool?
  15. Here's a clip from the stream. I'm hoping that updating my mods won't be too bad to do. @RoverDude apparently is already done with his mods (helps to be one of the devs, heh), so I'm guessing it can't be too bad to do. Anyway, Evil Mitch is looking forward to updating the plasma screens for the tantalus ASAP, mostly to avoid getting agonized by Evil Bill.
  16. I hate riddles, but I'm guessing something wonderful terrifying. nud nud NUD! NUD NUUUDDDD! A Looj Yessydo. BTW, I saw Squadcast last night and EJ had a 600-part vessel on the stream. 1.1 was humming along at 25 frames per second. And the IVA mode gave you a look inside the cockpit of a stock cargo plane complete with kerbals- no extra stealth kerbals needed to get those interesting shots.
  17. Ah, that's good to know! That should be something I can investigate and fix as soon as 1.1 is available. Thanks for the report.
  18. Personally I'm rooting for Martystu to save the day... And it occurs to me that if the Kermulans have plasma screens... There must be an Evil Mitch!
  19. One thing I need to do is figure out how RubberDucky set up the initial install directory and make it easier to use. I also want to set up CKAN so that you can install it that way (though TBH I don't like CKAN, it gives me support headaches).
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