Jump to content

lextacy

Members
  • Posts

    877
  • Joined

  • Last visited

Posts posted by lextacy

  1. 1 hour ago, IgorZ said:

    If you don't like distance limitation you may change it in the config file. In this case you won't need to move kerbal. There is another option: place another kerbal near to the end - distance limit is calculated from the nearest kerbal who can do the job. Finally, you can temporary attach the port somewhere on the station, move the kerbal, then repeat detach/attach/move until you reached the other end of the station.

    I found it hilarious using this trick of maxing out the config file. I would sit on the ladder and install parts hundreds of yards away and they would weight like 20 tons ! :D  Its like having your own mobile VAB in space. This is where your mod really shines!

  2. Any building space stations using this? Im getting this weird problem....

    Proceedure:

    1. Shuttle goes up with a module, docks

    2. Canadarm the moduel out of bay and move to the berthing port . De-magnetize and install module with KIS.

    3. Undock shuttle and land

    4. Save

    5. Play game again and find that the station has disappeared!

    Repeatability:

    This happens all the time, its now the 3rd time ive brought a module to the station and rendering it worthless. One time a part I installed migrated to a magical spot 1 km away from station upon a quickload.

     

    Here is my theory...... KIS might be trying to duplicate the shuttle vessel name unto the KIS installed part. When it gets attached to the station , the station inherits the "code" from the shuttle. The ISS now thinks its a shuttle. When the shuttle lands , the game will think that the shuttle was still docked to the station and not only recovery the ACTUAL shuttle, but also recover the ISS making it disappear forever. Please look into this? 

     

     

  3. Holy mothers of russia! Its great to see someone working on vintage space !!  When I was doing 1946-1978 I had to rely on stock-alike parts or KW to fabricate the old Delta and Thor series rockets. They were of the sadest times! OMG OMG SOUNDING ROCKETS!!  I cant wait to start a new career this winter with these rockets! Sadly I must wait untill Novemeber. If you still need a config writer I will gladly help in Novemebr 2016. I hope you dont get too far ahead? HAHA

     

    ps any additions to the probes packin the future?

  4. On 03/06/2016 at 5:54 PM, Munbro Kerman said:

    Alright, thanks for the tip.

    Once 1.1 comes out I believe he was to fix the fairings for the Delta II, III and Atlas Series. The issue with the fairing is there is a flat clipping plane that covers the fairings open area , thus clipping into your payload causing destruction. There is no workaround right now. Once the collider mesh is hollowed out to the shape of the fairing, they will work. But we must wait  for 1.1 release.

  5. 13 hours ago, curtquarquesso said:

    Pretty good with getting stuff in and out of Unity and into game. I can't take on any other projects at the moment. Backed up as it is. I could certainly look at your problem however. 

    I have some more high resolution decals and agency logos that are difficult to come by, and should already be the correct aspect ratio. I'll try to send them your way if you like. 

    ok sounds great!  just send me a PM

  6. 23 hours ago, Hary R said:

    It's all part of the cgf, you define the path to your .mu file with :

    
    MODEL
    {
       model = your path to your .mu
    }

    in your mod, the cgf indicate this:

    
    MODEL
    {
       model = NEBULA/decals/decal
       position = 0.0, 0.0, 0.0
       scale = 1.0, 1.0, 1.0
       rotation = 0, 0, 0   
       texture = decal, NEBULA/decals/textures/dcl
    }

    model = NEBULA/decals/decal

    try to change it to 

    model = GAS/decals/the .mu file

    that should do the trick.

    I will try this when time alotts  , thanks!

  7. 1 hour ago, KvaNTy said:

    Oh my that's awesome! :) I always wondered why the only thing we can is to place those tiny-tiny flags near pod's airlock like an address plaque near doorbell. It would also be awesome to also have kerbalized versions of known missions.
    Would be glad to help if needed. But I'm more from C# side, drawing does not come to me as easy as that.
    And you know, I'm not sure about the name of this topic. I guess most people think that it's yet another mission-themed flag-pack. Don't you think "Place-Anywhere Mission Patches" or something like that would do better?

    BTW, how your HotRockets+RealFuels undertaking ended up?

    Thank you much! Well what I did was removed moduleRFengines. Did some cross referencing on how KW did them and bam , nailed it! Sadly I dont play around much anymore with engine effects. What has gotten into me?!

    1 hour ago, curtquarquesso said:

    Well crap. I was working on a fork of this myself. Kudos. You beat me to release. :P

    The big thing I'm working on related to this, is making a system where you can bring your own diagrams, and drawings in the VAB, to use as a building reference, like so:

    I've given it a collider and attachment properties so that you can surface attach it to a part, offset it, and move it around, so you can align it with your vessel. 

    I'm having difficulty executing on it. Something is messed up with the way it shades itself. It's super bright. Feel free to take the idea. I won't be releasing anything like it for a while here.

    Nice! How good is your modding experience? I see you can work with collides, maybe you can help me with some fairing colliders im having trouble with? I could consider looking at your idea as well. THat would definately come in handy when doing large scale stuff like the ISS. 

  8. Well I did it. I made my first mod. I was all happy and then found out people couldnt find the parts in the VAB. Apparently model.mu paths are defined right inside the model itself and that is what caused the problem.

    I took over development of a mod and the original author uses the path GameData/Nebula/texture. I wanted to use my own folder names like the name of my aerospace company (ficticious of course) called GAS. GameData/GAS/texture failed to work. My theory is that the original models pre-define what folders they will be in. Now I have a mess on my hands. I have to use NEBULA as the folder for now untill I can find a magic trick?

×
×
  • Create New...