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Enceos

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Everything posted by Enceos

  1. @Gianni1122 @monstah thanks for the replies. I wasn't sure if Quick-IVA will do what I want, now that you say it works, I'll give it a try. RPM is my favorite mod but my video card died last month, had to uninstall many cool stuff to speed up the picture.
  2. I want to be able to walk my Kerbals on a moving vehicle. Walking on a moving ship over ocean, on a moving vehicle over terrain, on the deck of a moving airship. Cause roving and sailing is Booooring!
  3. Is there a mod or an option to stay in IVA view after docking?
  4. @EmbersArc This animation is hypnotizing :3 can't stop watchin'
  5. The winches use a docking mechanism, KSP won't allow you to dock one part to 4 different parts which are interconnected themselves. So one parts with 4 hinges is not possible with the current vessel part hierarchy.
  6. This one goes nicely with the Mission Patch Manager, which has a "place anywhere" decal.
  7. It is doable with the current parts, 5 winches do the work. The positive side is you can adjust the length of each cable separately and account for the CoM.
  8. @ottothesilent @V7 Aerospace the edginess of the topic describes the seriousness of the problem in my eyes.
  9. This animation glitch has been there since as long as I can remember, is it so hard to fix? From my observation it appears the game is trying to play two animation layers at the same time, one designed for 'flight' and the other for the 'landed' state. For some reason the 'flight' layer is still active when landed. Please, heal our Kerbals! P.S. Is there anyone here from the QA team, was it reported to Squad devs already in the past?
  10. There's no crossfeed between KAS connectors in the current version. You need to disable the "Resource Transfer Obeys Fuel Crossfeed" in the difficulty options for it to work. Gonna be fixed in the future.
  11. @zentarul I really love the smooth camera transition your mod provides, your mod certainly have been an inspiration behind the current stock camera aiming feature. There's one thing the stock camera focus does right, it stays stable when one moves his active vessel while focusing on another. Will you please, when you have time, kindly look into integrating your mod with the stock camera focusing. Focusing on another vessel and having a stable camera is a blessing for movie makers, having your smooth camera transitions along will be heaven.
  12. I don't remember such a button ever existed, you could focus only on the node or the active vessel. I suggest you look at the mod Haystack Continued, it focuses your camera on what you select in its list of targets, and has lots of other useful features. You may want to change the icon to something else though, there's one good option in the forum thread.
  13. @Nhawks17 Our beloved @Felbourn made a more volumous version of SRB sounds for Shuttle. It has depth of the lower tones which shake the speakers, something not present in RealPlume SRBs. I'm asking his permission and your consent to accept these shivering sounds to the RealPlume stock sounds for the "Kickback" SRB and massive boosters from other mods ("Solid-Lower" effect).
  14. My beloved but unfinished base from 1.1.3 while playing with Pathfinder. It launched lots of stuff into space.
  15. @Kartoffelkuchen That was one hell of a super efficient landing burn
  16. @Shadowmage Wow! What a mesmerising sight! I wish there was a timelapse footage of your drills working, solar panels rotating and the lights turning on during nights. I gotta make some animated screens for bases as well.
  17. @FreeThinker @Deimos Rast @Stone Blue @vardicd @hab136 The long awaited and highly sought aerodynamic nosecap for the Wrapper tanks. Despite the simple shape it took me almost 10 hours to finish this. The juggling with grey shades and fiddling with attachment nodes ate half of it. I'm not a master of aircraft textures like Porkjet or K.Yeon. Updated the droptank archive with new stuff.
  18. I think this is the most relevant thread on the topic currently for Unity 5.4 users:
  19. I've never had my launchpads blow up, have you? Rule of thumb is don't connect it to a base with pipes. KIS ground attachment doesn't like wide structures connected to the ground, because when loading a big base or jumping with it from a timewarp it clips into terrain sometimes. KSP readjusts its position and then kaboom happens. But afaik in KSP 1.2 devs made all parts invulnerable for a second on load. Surface attached bases shouldn't blow up, just hop into the air.
  20. @Ruedii I thought I changed all archives from .rar to .zip already. But after a second check found that the ScienceCrate still has the old link and some arrow images had an old link as well. Thanks for notifying.
  21. I couldn't contain myself today and traded KSP time to make this toy Grab Here: https://www.dropbox.com/s/nd6c4mn1wn6bes5/MicHeadset.zip?dl=0
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