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Everything posted by Haifi
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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
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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.
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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.
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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
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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.
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[0.90] KSP Interstellar port maintance thread
Haifi replied to Boris-Barboris's topic in KSP1 Mod Development
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. -
[0.90] KSP Interstellar port maintance thread
Haifi replied to Boris-Barboris's topic in KSP1 Mod Development
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. -
[0.90] KSP Interstellar port maintance thread
Haifi replied to Boris-Barboris's topic in KSP1 Mod Development
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. -
[0.90] KSP Interstellar port maintance thread
Haifi replied to Boris-Barboris's topic in KSP1 Mod Development
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? -
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