Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. Be sure to install the latest version from the release thread. I don't really monitor this one anymore. I'll take a look at your crash logs when I get home.
  2. Glad you like the mod. I have a lot more work to do on it but it's getting there. The Smoke Pipe is installed like any other module; just grab it from your storage, carry it to one of the connection ports via an Engineer, and then bolt it into place. Be sure to press "R" to switch from surface attach node to "Mount" node. If you're still having trouble, please post some screenshots so I can see what's going on. Unrelated note: My main Duna base finally had a case of the Kraken after being securely attached to the ground for a long time (luckily I salvaged it, but it's time to move the base anyway). It's a large sprawling base and I think that in itself may be part of the problem. My supply depot base had a similar problem and now rests comfortably on the surface, but it happened right away. I'm guessing that it's a matter of time before you have an issue. I know others have had similar issues, so I may have to come up with a way to have bases sit on the ground to begin with.
  3. That did the trick, thank you. The stock passenger seat from PropsGeneric, which is in the new Mk1 inline crew cabin, loads into Blender now. Thanks again!
  4. For the Trailer Hitch, there should be a collider there that will help you climb up and over. I may need to tweak it again to improve the climbing, or just angle the ladder itself. The Release button comes from KIS. Buckboards have the ability to allow anybody to stack other Buckboards, the KIS container that the Buckboards are patterned after, and a couple of other parts, all without the need for an Engineer. The Release button releases the attached parts. Come to think of if, I probably should remove that ability, now that I know how.
  5. I just downloaded the latest version of your addon, thank you for maintaining that, it's really helpful. I think I'm doing something wrong though, with Blender 2.75 I'm unable to load the, say passenger seat .mu. Here's the error I get: It looks like there's a shader script that's going south. I've installed all the scripts from your addon into a sub-folder in the addons folder in blender. Thanks for your help.
  6. Hi all, I noticed that with KSP 1.0.5, we have some new props and interiors available such as the mk1InlineInternal, Seat_Passenger, and CargoBagA. When I try to load these props or new spaces into Unity, Unity hangs and eventually crashes. Has anybody else experienced this? Is anybody able to successfully load the new spaces/props? If so, how? Thanks for your help.
  7. It depends upon the local resource content as reported by the game's resource map. If it's at or near zero then you'll see "Unavailable." Pathfinder has two such modules. The Blacksmith, which is a template of the Ponderosa/Casa, and the Clockworks, which is a template of the Hacienda. Links to the Wiki page provided. There is currently a bug where the Blacksmith/Clockworks can't open the recycler from the Operations screen but you can access them from the context menu.
  8. Ok, some good news. I found a workaround for the JetWing: 1. From the VAB/SPH, start a new craft with the Mk1 capsule. 2. Add a Buckboard MC-1000 to the top of the capsule. 3. Convert the Buckboard to storage and add a JetWing. 4. Launch the craft, and go EVA. 5. Open the Buckboard's inventory and grab the JetWing. 6. Press and hold "H" to attach the JetWing to the side of the capsule. 7. Board the JetWing and fill up its MonoPropellant. *This part is the workaround* 8. Press F5 to do a quicksave. 9. Press F9 to reload the scene. At this point you can decouple the JetWing and it will fly normally. Note: If you do steps 1-7 without doing the quicksave, when you decouple the wing, its flight controls will be super sensitive for reasons unknown. The above workaround will let you store the JetWing in a storage container and allow you to fly it normally. Alternately, you can perform steps 1-7, decouple the wing from the craft, then do steps 8 and 9.
  9. 1. I definitely recommend using SAS, it makes flying the wing on hover mode much easier. 2. Good, you should see the hover mode indicators. 3 & 4 & 5. Hover mode is designed for vertical flight, so fly straight up and turn on hover mode, then let the wing settle into its engine thrust (the hover mode tends to rev the engines). It is not designed for horizontal flight, it is vertical only. 6. I've verified with both release version and my dev version that hover mode is functioning properly. So make sure you're completely vertical before engaging hover mode, throttle up and fly up a bit, then engage hover mode. 7. Hover mode works independently of the throttle level you set (z, x, and in between). It automatically engages RCS if your throttle isn't zero. JetWing's RCS thrusters are powered by engine thrust, so if you zero out your throttle then the RCS is switched off. When hover mode is engaged, leave SAS on as well. The best way to fly the wing in hover mode is with RCS and SAS both turned on and the wing pointed straight up. Side Note: I've been testing the wing by attaching it to the side of a vessel while in the VAB and then flying it upon launch. One thing I tried doing is pulling the wing from storage, slapping it onto the side of a craft, fueling it and then trying to fly it. I don't know if it's due to a recent change with KIS or not, but when I try that scenario, when I board the wing, decouple from the craft and turn on SAS, the wing dances all over the place when I try to rotate. This happens before I even try to take off. So in summary: 1. Wing attached to side of craft in VAB/SPH before launch will fly just fine. 2. Wing attached to side of craft in the field via KIS will shake violently. Further, the flight controls are super sensitive. I am wondering if others have seen this issue. Thanks for the report. I've corrected the WheelSounds issue and you'll see the fix in the next update. I don't think the errors you're seeing are game threatening. I may have to look into how to create custom drag cubes however...
  10. A lot of trial and error helped me align the interior with the exterior. That and setting all the meshes to Kerbals layer.
  11. Wow, looks like fun! Interesting to see that KSCM rover drivers (a.k.a. hotrods? Kind of like jarheads are Marines) are pilots as well.
  12. Hm, not sure. What I do is board the wing, fire up the engine, take off, and then activate hover mode. It should say "Hover Mode ON' on the screen, and at that point you can increase/decrease your hover rate. You have to give it a few seconds to kick in as well. If I can get my Open Broadcast Software to work, then I'll create a video showing how it works.
  13. Glad you like them. The cooling tower was needed due to changes in the game's heat mechanics. I'm slowly adding them into the various parts. I haven't decided if the converters should generate heat as well. Anyway, the cooling tower needs some work to allow you to vent water for rapid cooling. Also, I wanted to name the Claw Marks the Claimjumper but I wasn't sure if you'd be ok with that; the config file already lists you as one of the authors.
  14. Don't worry, some radio station will pay for it. The booster costs 119,622 funds (total shuttle and booster cost is 172,803 funds without payload), so probably not economical but it's fun. I blame the previous Administrator, who threw stuff together, didn't plan, and treated his Astronauts like test subjects for some new feature. Besides the real shuttle wasn't that economical either, and I've yet to design something with the performance and economics of the stock Dynawing. The closest I got was the Komet, but it is just a crew transport:
  15. Yup, that's intended. It was based upon the resource mass of waste water, waste, and minerals. Wow, loving the photo album, thanks for sharing!
  16. This really helped, thanks! Now I can get my wheels in line with stock wheels. Awesome, thanks for sharing this.
  17. Outstanding! Ok, I'll add that to my list of bug fixes for next release. Thanks for testing it out.
  18. GameData/WildBlueIndustries/Pathfinder/Plugins. Please replace the one that's already there.
  19. Oh, interesting, I'll definitely take a look. Thanks for pointing that out. Does it tell you the Unity wheel collider parameters? Edit: Just looked at the python script, it does, it does! Now, how to use it?
  20. Yeah, I miss the old bird but with 1.0.5 I just couldn't get the KSOS to fly right. With the stock Mk3 system I don't really need the KSOS anymore, so that's ok. I have an analog shuttle, the Sparrow, in my Duna Space Program (it's In Mission Reports, below is a picture) but it doesn't have the sleek look of the KSOS. Oh well, things change.
×
×
  • Create New...