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Cosmic_Farmer

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Everything posted by Cosmic_Farmer

  1. I like the idea of this mod, but con't get it to work properly. I've only tried it with multiple other mods installed, but none of the parts seem to function as they are meant to. There's no heat build-up, the generators do nothing the extra functions for the engines don't work, and the atmosphere scoops just serve as storage tanks which can only be emptied. It did seem rather over-powered, but I think that's just because of the other functions not working. Also, are there fewer resources in this than in KSPI? It seems like they could do with scaling-down. For instance, do we really need a second power resource, and two extra heat resources? Though it would probably take a lot of work to get the functionality without the extra resources.
  2. Hi. I was trying out the Orbital Workshop from the KSC Launchpad, and noticed that my production efficiency was over 100%. As long as I had some ScrapMetal remaining, I was able to keep using Reprocess ScrapMetal and Convert RocketParts, and getting out more than I put in. I churned out a veritable army of drones while my available resources just increased. I didn'ttry it in orbit, though. Is it just because my vessel productivity was over 18? Also, getting 6 kerbals into that container seems like too much of a squeeze, when they are building rockets.
  3. Like the idea behind this mod, though I've been experiencing numerous bugs with it. I'm running it alongside only the Module Manager on Windows 32-bit. When using the Philly, the asteroid I connected with was reproduced several times, meaning that there ended up being five copies of the asteroid in the same place, all with the same name. I didn't notice any clipping issues on the asteroid model, so I think it must have been copies of the asteroid data without a mesh attached. Is this a result of making a new asteroid containing the water that was found in it? At the same time, I found myself unable to use any menu functions, and had to reset the game. This may be due to the multiple-asteroid bug, though. Also, once the parts disarm, they cannot be re-armed, which is very inconvenient if you have to relocate for targetting the center of mass.
  4. You're quite right. I've managed to get it to sort of work for other parts. The part model has to have holes in it to see through, and an interior that fits with it. Then you just need to add the module section to the part's cfg file. It works for the Firespitter bomber cockpit, except that all the surfaces are doubled, leading to an unpleasant flickering effect - but you can see the crew inside, all the same. I may try cutting the mesh up to make an SFR-friendly version.Creating an internal with no pixels - just a seat marker - may be this mod's best friend.
  5. Love these parts. I felt a need to slightly scale up the materials bay and goo, though. It would be nice if the mast cam could only be used to control the rover when it is extended - seems kind of bizarre driving it otherwise.
  6. Great mod. Are there any tutorials on how to add this feature to other parts? I'm having trouble working out how it works in the configs, etc. Edit: Worked it out...
  7. Hello! (This is my first post...) Great parts. They do cause a bit of a framerate drop, however. It seems to be mostly due to having a large number of kerbals in IVA at once, but the 2m cabin causes more slowdown than the 6m one. Not sure if that's just because it's more detailed. Looking forward to the lower capacity 6m cabin with beds, etc. Keep up the good work!
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