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Posts posted by InfiniteShock
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On 11/15/2016 at 5:30 PM, Skalou said:
i think i've seen a mod doing exactly this ( has only part wich are airlock), but i don't remember the name.
Do you mean like a part that only has a door on it? If you made the part, you wouldn't have to animate anything, it would literally just have a door on the side of the fuselage and nothing else on the part.
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I know this will make finding a name even harder, but would you be interested in making an airlock part for each of the cabin sizes? Somebody mentioned this earlier in the thread, and I think a stock-alike part would be really useful and cool.
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Are you putting the actual Mechjeb part (AR202 iirc) on your crafts? Does MJ show up in your toolbar?
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Nice pods as always. As of 0.1.6, the parachute is just slightly undersized for some reason btw.
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@Ven The smoke plume for the Rhino engine is rotated 90 degrees from where it should be, making the smoke shoot out of the side of the engine. I'm currently on 1.9.4, and it was in .3 also. I'm assuming this can't be fixed with a simple CFG edit?
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Stupid Question: What are the bumpers on the docking port for? They don't really seem to absorb impacts.
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@DaMichel Alright, that's interesting, thanks for the response.
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@boontze Those cockpits are a part of SXT if I recall correctly. Might want to ask there.
@FreddyPhantom We're in unity 5 now, so any updates? Did anyone ever volunteer to help you with the mod?
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Hi, couple questions about both Kerbal Flight Indicators and Kerbal Flight Data, both of which I've been using since each came out (and I don't play without them.)
1. For KFD, is the data supposed to be that close to the bottom of the screen? In 1.0.5, they were a bit further away from the edge, so I was wondering if there a way to move them up a little.
2. While changing "useAppLauncher" to false worked for disabling the icon for KFI, it doesn't seem to want to work for KFD. Suggestions?
3. Not a necessarily a question, but the horizon indicator is sort of hard to see in-game. I saw that the CFG contains "horizon color" as a sting of values, so I'm probably just going to experiment with those.
4. Speaking of KFI, I see that you still include the old images and configuration for the old graphics. Why? Out of curiosity.
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4 minutes ago, Lookerksy said:
Does it work in 1.1.2? Thanks.
Yes.
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On the super 67, the stock IVA is outside the part. Is it a CFG thing that you can change by moving coordinates up or is it more complicated? Sorry to hear about the models.
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Is it possible to place a new Hangar A and have the doors open in the same way?Also: Reverting flights, loading quicksaves, or recoveing a craft mid animation will freeze them until the game is restarted.The center markers on the runway are angled slightly wrong btw.
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Btw, your forum link on SpaceDock is missing the colon in "http://" so you might want to fix that.
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On 3/10/2016 at 4:25 AM, Hellbrand said:
are these 2.5M size or can they fit a 2.5 m part inside of them
They are 2.5 meters. You could use the stock Mk3 parts if you wanted to hold 2.5m parts.
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On 2/24/2016 at 7:12 AM, YoshiFanZ123 said:
Can you add hatches and other parts that match that match the textures like fuel tanks? But until then I'm not gonna use this mod.
Fuel tanks are included in the KAX mod, of which this is an expansion for.
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4 hours ago, Thegamer211 said:
Will the mod be uploaded to Ckan?
It already is iirc.
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On February 23, 2016 at 4:31 PM, RaginCaucasian said:
Glad you're enjoying the parts!
For a bomb-bay, I think the fillet might get in the way. If I used just the straight portion for the doors, maximum width would be a little less than 1.875m. I don't know about including the fillets, because they would intersect the area where wings are probably going to be mounted.
Well, I would say don't involve the fillet. People with rovers are already going to have them small enough to lie on the flat part of the fuselage and mounted drills will fit through pretty tight spaces without clipping.
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So I really love these parts, and I hope you never stop updating them. I have a couple suggestions for parts, most notably a crew tank and a bomb bay style part. The point of the bay is not to actually drop bombs, but rather to deploy mining equipment without having them outside the craft.
Side note: I made my first good looking SSTO with a meaningful payload capacity from these parts:
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Well, the 1 seat lander pod isn't really meant to hit the atmosphere ever, and you get that into space with a fairing.
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1 hour ago, rbray89 said:
BDArmory must be doing something funky then... I'll have to take a look.
So I had the idea to grab a vanilla install and put a new copy of both BDA and DTL in the new install's gamedata folder, and it launched just fine. So I spent the last hour or so grabbing new versions of mods where I could (Kerbal Stuff is gone again) and used pre-downloaded mods to fill in the gaps and everything is working swimmingly. I'm assuming it's just a fluke or something to do with how windows copied the BDA folder into gamedata; duplicate textures maybe? Thanks for the help though.
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Hey, having an odd problem I've been working on for an hour or so and I can't seem to really fix it.
Everything was working really well for the last month or so I had this installed and it hasn't crashed in all of that time. Today I noticed that there was a new version of BDArmory so I installed it like every other mod by placing it into gamedata, overwriting the old version. Loaded up KSP, and every texture for parts and icons was white. So I started troubleshooting, uninstalling BDA, DTL plugin files (the cache folders),
Filter Extensions, TweakScale,ATM, and then finally Dynamic Texture Loader itself (in that order.) I also deleted the module manager caches and ran KSP to create new ones, and then I got a new version completely.Currently, starting KSP with DTL installed gives me white textures, and reloading the resources in game (alt-F12 menu) brings back about 3/4s of them. Uninstalling DTL and then running ksp again brings evrything back, but I can only make 1 or 2 flights before a crash.
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Since KerbalStuff seems to be down again, is there a second way of downloading this?It might be a good idea to add one, and most other mods have secondary and even tertiary links. -
On 9/16/2015 at 9:20 AM, umur said:
Hey Scart91.. There were suit textures made by you with the lttle class insignias back of helmets. There are many class oriented suit textures but i liked yours very much. It was posted under TextureReplacer 2.4.9 thread. But i think download link is dead.. Can you make it work or new suits with class insignias..
Yeah, I was starting to look at suit texture replacements and those were really nice. I'd be cool with just those suits with no modifications done.
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On 12/12/2015, 12:14:44, pellinor said:
Did you also give the part a new name? Part names must be unique, else bad things may happen. And the new part should not be scaleable until you explicitely add a TweakScale module.
Yep, forgot to rename that. How would I add tweakscale to the part?
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
in KSP1 Mod Releases
Posted · Edited by InfiniteShock
Nvm, did a better search of the topic :)
Small question. If I recall correctly, Adjustable Landing Gear used to have a second texture with black shielding instead of the white. I don't see that in this version of it. Are there any plans to implement that?Side note: Getting back into KSP after two years, it's nice to see people still working on mods and maintaining older ones.