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lextacy

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Everything posted by lextacy

  1. 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
  2. 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
  3. 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.
  4. can you make a working Canadarm? Those other packs are not compatible with 1.0.5 .
  5. 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
  6. 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!
  7. I have not tried those fairings yet, im only in the year 1999 in the program. Sorry
  8. still need someone to point me in the right direction here......
  9. 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
  10. 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.
  11. 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?
  12. Hi, I would like to get a bit deeper in modding. I think texturing is where Id like to start. Im having trouble getting a Soyuz TMA to have 4 sets of colors. I want grey,green, dark green, and of course the stock black. I will be using Bobcats soyuz for this. So far this is what I have come up with for the code.... MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = base <----- I think this is whats making the mod not work textureRootFolder = SovietPack/Parts/Soyuz/SoyuzTMA_Descent_module textureNames = Soyuz_descentTMA;salyut4_orb_dark;salyut4_orb_light;grey textureDisplayNames = Black;DarkGreen;LightGreen;grey nextButtonText = Change Texture prevButtonText = Previous Texture statusText = Current Texture switchableInFlight = false repaintableEVA = false showPreviousButton = false updateSymmetry = true showInfo = true } As you can see I have a hunch that the objectName part might be killing it. The name "base" is the name of the mesh that MM gives. Do we go by meshes? So in the VAB I get no texture change, but I do get the GUI button that says "Change Texture" . Can someone help me out?
  13. on the front page there is a link to "vehicles"
  14. Welcome ! Yea haha I did that cuz i was burning up during re-entry. This I guess was due to me having the shuttle version that was not done by Mike. MikeNZ re-did the aero/thermodynamics I suppose and now 7500 ablator is definitely overkill. Glad to be of help
  15. fair enough , I can live with the crawlers for now. They are beautifully done in the modeling of you really do those from scratch! I heard from reports that the crawlers actually drive. Mine just sit there? AM i missing a dependency for the truck/tracks?
  16. I have my version fixed, I used some code that allowed the assets to show in 1.0.5
  17. ill have a shot of that soyuz tower also please! and thank you ! And and do oyu have the light blue colored shuttle tower? It looks like a KK asset from what I can tell....
  18. @PART[STS*,km_ssme_STS]:FINAL { @maxTemp = 2600 %skinMaxTemp = 9500 MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 7500 maxAmount = 7500 } } Probably overpowered to boot, but you can tone (ablator) it down to your liking. Your results may vary due to mod version or FAR or etc. This code will add ablator to every part ever that would be exposed to the heating.
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