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lextacy

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Everything posted by lextacy

  1. tried the mod you just made, it doesnt list objects, just part names that are defined in the cfg under "name = " I need to know the individual meshs that are part of the whole model.
  2. 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?
  3. a bit different description by the 2 here, but ill take a stab at it. An asteriod is considered a vessel in the game due to the fact it can be "targted" . So if im docked with it, I can quicksave....leave the game....and then come back to the game in its "docked" state?
  4. Can someone explain the protovessel part about saving or what have the nots? I dont even know what a protovessel is And much laughs about the negative UTC time bug. I just got that bug last night! I was like nooooooooooooooooooooo. I felt my kerbals were growing younger until they become a space infant. Glag to see someone found that bug in the nick of time! Thanks for your hard work guys!
  5. this mod lets you put them on ANYTHINGS Heck you can even mount them on launch clamps , aeroshells, rovers, station modules as long as the part has proper surface collisions. One set of parts I ran into that will not support these is the AIES fairings
  6. UPDATE!! I now host on the new SPACEDOCK! There comes a time when I convince myself that its time to start doing some modding. Well here is my treat to you all! Introducing mission patches!!! Plop these suckers on the side of your fairings or fuel tanks to show that you really care about your missions. These patches are based on a true story. The story of real space-flight missions, past and near-present. Now this is a work in progress. Let me know if you like them and if you ask nicely, I can add some of your recommendations of missions as long as they were done in real life or will be done in the future. Lets take a look at what it s the pack. You will get 30 patches as seen below.... Note that this pack is a fork of Krasimir's Nebula decals. I have taken the liberty to expand on his work as he is no longer with the community. If you have the Nebula pack installed by him then you will need to remove that before installing my release. I have included his decal set which based on organizations and branding. This way you will have access to the legacy decals he made, and also mine. Hey umm maybe more pics?! Delta II with Curiosity (okay I know it was launched on an Atlas V , put those pitchforks and fires away) Delta II with New Horizons payload. Requirements : Firespitter by snjo https://github.com/snjo/Firespitter/releases TweakScale by Pellinor http://forum.kerbalspaceprogram.com/threads/80234 DOWNLOAD SPACEDOCK LINK http://spacedock.info/mod/324/Mission%20Patches%20-%20Volume%201 GITHUB LINK https://github.com/lextacy-2008/Mission-Patches-Vol1 Installation : 1. Extract 2. Make sure NEBULA is the folder that is under the gamedata folder. Example.... KSP(whereEverONyourHARDdrive)/GameData/NEBULA 3. In the VAB you will see blank white squares with red text on them. This is your part. Install part and then right-click and then click "previous texture" or "next texture" to change the mission patches NOTES: -The mission patches are supported using the 1X1 square curved&flat decal plate. The 1X2 and smaller does not support these due to constraints. -This is a WIP. This probably is not perfect. This is my first ever mod for KSP :/ Thanks and Hugs: Thanks to Firespitter for his texture changing framework Thanks to Pellinor for his tweakscale Thanks to Krasimir for the Nebula Decals mod. This mod is licensed using License: CC BY-NC-SA 4.0
  7. what do these values do in the KCS switcher config ? PQSCity { lodvisibleRangeMult = 6 repositionRadiusOffset = 993 reorientFinalAngle = -9.4 } PQSMod_MapDecalTangent { radius = 0 heightMapDeformity = 80 absoluteOffset = 0 absolute = true } I need to know b.c. im not having luck getting a new KCS location to mount flush with the terrain.
  8. can you make a working Canadarm? Those other packs are not compatible with 1.0.5 .
  9. HELP!! Im ttrying to make a custom location and when I make it its buried inside a circular mountain. There are no mountains where Im trying to make this new KCS. Its White Sands, NM. Its all desert ! http://imgur.com/a/5PF33#EB0m9om
  10. I was wondering if there is a way to add internal heating to a part just like the ISRU does when it works. I feel the radiator panels dont get used in this game for anything much and I would like to extend their use to other things. I was thinking of making my science processing labs generate heat, because in real life this would actually happen as the ISS uses radiators for that reason and as well as resource conversion, power consumption,ect. Has anyone tried this ? I want this to be a reality and a new chapter in gameplay!
  11. I have not tried those fairings yet, im only in the year 1999 in the program. Sorry
  12. Does that not use the same set of code as in the VAB? The "bug" has the same exact symptoms inside the VAB as does when you dock/undock and the stages get scrambled.
  13. He probably misinterpretated the devnotes completely... He probably misinterpretated the devnotes completely... Read what Squad says on the original post
  14. For those who are devestated by the staging in VAB ovehaul being cut from the release , I have a inteirm solution for you guys. 1. Make your payload in a seperate .craft file. 2. Make note of the # of stages your payload is. 3. Drop this as a subassembly 4. Open/Make up your launcher craft in a new file 5. Leave the amount of stages in step #2 above all your launcher stages example here is color coded. Blue is anything that is payload, and red is anything launcher/lift vehicle payload : stage 0 stage 1 stage 2 stage 3 Launcher/Payload Together in one ship. Use merge or subassemblie stage 0 leave intentionally blank stage 1 leave intentionally blank stage 2 leave intentionally blank stage 3 leave intentionally blank stage 4 payload decouple stage 5 fairings stage 6 decoupler/2nd stage stage 7 main engine ect 6. Merge the subassemble you made earlier No more clustercrapp of scrambled staging when merging in the VAB. It is very important to make those dummy stages. The reason this works is the game tries to inherit the stage numbers and order from the crafts. PROFIT!!!
  15. Assuming the multi-threading will handle the physics calculations during atmospheric flight, then yes. It was the physics that was destroying pqs.
  16. still need someone to point me in the right direction here......
  17. I was at the Bobcats page trying to get the community ISS pack. The link given http://www./download/5whg6c1ewf4f8j7/ISS_Community.zip is bad. Does anyone have a mirror or maybe the .zip file to send me? Thanks
  18. A bit to add from my experience. I used to mod over at XLnation for a game called Cities XL. Ive made hunderds of buildings and structures for that community. I also was dropped the dreaded "why not mod it yourself" line. So I went and did. And what I got in return was tons of complaints and bullcrap from the community about my mods not being perfect. I really hope this community is not like that as I have been weighing in on a massive decision. A decision to make some mods for you guys in the next coming months after 1.1 is released.
  19. that alt f2/f12 thing just throws exceptions, no part objects, inside the part load in VAB...any other suggestions? Do you have the Soyuz from Bobcat? Maybe can your check in your VAB?
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