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Haifi

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Everything posted by Haifi

  1. That hitch looks very impressive already mate! Ive tried to create things like that with Infernal Robotic parts, but the uncontrolled hinges are exactly that... uncontrolled, so you cant really set them up to work only in a certain angle. Looking forward to test them! Please no complaining about bend or broken hitches Cheers
  2. That looks pretty cool already, but Im a bit reluctant to install hotrockets again, last time I installed it many engines had 2 different effects and nazari has not been on for months. Is there an all in one MM package for 0.90? Ive got 50+ mods installed and many effects were borked in 0.24.2 already... Bit tiresome to figure out which configs are working and which are not.
  3. YAY rrrrrrrrrrelease Congrats mate! EDIT: Btw. will switching from dev to 1.8 beta break the save?
  4. I dont like to be a naysayer, but repulsors that work horizontally as in providing thrust. I dont think i would like that and besides i dont think "science" on these would work that way. Theyre practically meddling with gravitation. As long as gravitation is a pretty monodirectional force towards a massive body's center I dont think you could bend it enough to give you horizontal momentum.
  5. At least the tracks should have better traction. The only problem is, when your movement is more like floating or levitating in low-G, its not a problem of traction anymore but of mass.
  6. Hmm i just had an idea how to make traction not as bothersome in low-G places. USI Kolonisation mod has an "Anchor" function in their base part. It adds weight when activated ( you can see the camera following the CoM shifting downwards). I put the module on one of my rovers and guess what, it climbs even the steepest hills on Mun. And is a lot less finicky on steering. Could you perhaps add something similar to your wheels / tracks, basically a module that can be activated / deactivated when needed. You could always claim its a repulsor with reversed polarity Edit: And you got mail
  7. Hey lo-fi. Sent you a dropbox link for the logo. If you want / need you can get a version with transparent background too. Just give me a heads up. Regards
  8. This is my first try on a logo, its not completely finished yet ( most likely ill redo some parts like filling the oval with a silvery, brushed metal like structure), what do you think? Its looking better at its actual size.
  9. Hey guys. For the repulsor particle effect... I dont think a repulsor would kick up much dust because of the repulsors own "nature". The force it genrates applies in an area directly downwards, no torque / rotational forces in any way, and dust particles flying up would be affected as well as the ground theyre coming from. What i would suggest for them is either a mirage like warping effect, something like looking through hot air, but i dont know if unity has something adequate. Or some faint glow (blueish maybe), just the hint of an effect actually.
  10. That looks like the air intake bug. KSPI and Tweakscale are the culprits. There is a fix on the first page, you need Tweakscale 1.50 and the fix.
  11. No pictures needed, im playing Interstellar for several Versions now and besides the update phases the microwave network did always work as intended. Its 0.90 thats borked up a lot. Thanks to Boris many of the bugs got hammered. Im not asking because i need help with setting up a network. I think its a bug, but maybe someone got an idea how to get rid of it or maybe knows a workaround. No pun intended. Best regards EDIT: Meanwhile i have a workaround and I am pretty sure now that it is a bug. I can't activate relay function on a new satellite unless i've turned it on once as receiver. The connections stay dead otherwise (0 / 11 for example), when i turn it on as receiver it connects to the network, and keeps the connections on activating relay.
  12. Nope, receiving works without problem its just the relay function thats borked. If i turn on the sat as receiver it connects to the network, but not when switching to relay.
  13. Hey guys. I have a problem with the microwave network, I installed my first set of relays at a count of 8 in Kerbin orbit, they are working brilliant. Now i wanted to add some further outwards to get Mun and Minimus covered. The second set is not relaying anything on activation. They simply wont connect, even when tested at exact the same orbit as the first set, or anywhere else in Kerbin system... The first set is still relaying power from Kerbin surface. Any ideas?
  14. Just wondering, there should be other mods with the same problems... If i knew what to look for maybe there are similarities, even if its just using for example blender in a certain version that causes unity to behave like this... Just a thought. Cheers
  15. Hey lofi, i come with bad news. It seems its not TS thats causing the colliders to inflate. After removing the TS module from the config file its still the same off axis size as before. Guess youre right and its our old friend KSP-bug rearing its ugly head... Regards
  16. Hey guys, maybe ive found something bug'ish, in career mode tweakscale seems to inflate the measurements of tracks and wheels. Visually they are correct, but if i had to guess id say it resizes the colliders. When VAB and SPH are not fully upgraded yet, if i put tracks on a vehicle sometimes it tells me i cannot launch because the vehicle is too big, but the sizes it tells me are just ridiculous like 8m, 10m and 56m, so one axis is way off. When i remove the tracks / wheels the axis size returns to a normal of lets say 5m. I guess its more of a tweakscale problem but maybe you can have a look if you can reproduce and circumvent it. Or contact the tweakscale guy to fix it on his side. Cheers PS.: KF_dev repo, TS_v1.50
  17. As promised here is the video The sound is messed up, so best play with volume turned down. Hes got some really unbelieving facial expression there doesnt he? Best regards
  18. Ill see if i can do a vid for youtube tomorrow, if you like. I'd love to have a higher speed version of the tracks, tested the bike with scaled down SRB's and did hit around 100m/s without crashing it So q.e.d. its steerable when you get past the learning curve
  19. I had so much fun with that tracked version already, kind of giggling all the time lol. It could be just me, but perhaps the tracks give it a more kerbal style look and feel
  20. Haha mate you just made my day! Ive tested the surface track and came up with something I think thats been tried since there are wheels in this game. I think I finally made something motorcyclish. And thanks to your plugin it even behaves somewhat like one
  21. Btw. how do i get access to your dev version, i could test the stuff on 64bit pre release.
  22. Hey lo-fi! Just for your information, the current version is working flawlessly under KSP Linux 64bit.
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