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Everything posted by MerlinsMaster
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[1.0.2] Electrical Parts ! v1.4 (first release !)
MerlinsMaster replied to touzenesmy's topic in KSP1 Mod Releases
Since 1.0.4 came out, I haven't seen Electrical Parts on CKAN. Would you mind if I update the metadata for it so it does appear on CKAN again? -
I've been having the same problem, and it has nothing to do with "symmetry inheritance". I know this because with the plane I'm working on, I haven't used radial symmetry once. I can't believe a bug this game-breaking hasn't been addressed yet. I can't build a spaceplane that requires fuel lines because every time I try to attach a fuel line, the symmetry switches to radial!
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
MerlinsMaster replied to TaranisElsu's topic in KSP1 Mod Releases
Is there any way you can make it so that damage is caused to nearby craft if they are too close. As it is right now, the self-destructing craft is apparently just being deleted from the game, and while the explosions look very explody, they don't really cause any damage. I love the idea of having to reach a "minimum safe distance". Also, I had this mod installed with CKAN, but now it's not on the CKAN list. What up with that? -
What are good face guidelines?
MerlinsMaster replied to Cryocasm's topic in KSP1 Modelling and Texturing Discussion
What is a sensible poly count limit for IVAs? -
[DEVTHREAD] Deep Space Exploration Vessels
MerlinsMaster replied to Angelo Kerman's topic in KSP1 Mod Development
Sounds great. I look forward to it. -
[DEVTHREAD] Deep Space Exploration Vessels
MerlinsMaster replied to Angelo Kerman's topic in KSP1 Mod Development
Nice! Also, I was wondering. You mentioned you would make DSEV to be supported by CKAN when you felt it was ready. Do you have a rough idea when you might be doing that? Don't want to rush you, I just wanted to know if I should install DSEV manually or wait until I can use CKAN. -
[DEVTHREAD] Deep Space Exploration Vessels
MerlinsMaster replied to Angelo Kerman's topic in KSP1 Mod Development
Hey Angel, is there any chance you'd be willing to make this mod totally stand-alone, so you wouldn't need Infernal Robotics to run the centrifuge? It's just that IR is a huge parts mod, and I'm just under my RAM limit. Just sayin'. -
Ooh! Me, please! I'm an experienced 3D modeller, but I've never created an asset for a mod before, so please let me know the following things: what format do you want for the meshes? what format do you want for texture maps, and what resolution? is there a polygon count you want me to stay under? I'm sure more questions will come to me. So, if I understand correctly, there will be 2 IVAs, the large one and the hitchhiker sized one. And the smaller cryopod, is that going to be an individual one? If you have no objections, I really like the IVA design that Paladin created, so I would like to just base my design off of that one. As for the hitchhiker, I would do something a little different, but still consistent with the large design.
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Hey Guys, It seems that when I go to a ship with this command module from the tracking station, it will sometimes explode, the escape engines will fire (even with no fuel) and the module (completely uncontrollable) falls STRAIGHT down to Kerbin, or flying wildly out to space (not having even close to the amount of dV to do this). I can't be sure without more testing, but I suspect it may be a bug with the Taurus module. Has anyone else had this problem? Should I post my peristant file?
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[DEVTHREAD] Deep Space Exploration Vessels
MerlinsMaster replied to Angelo Kerman's topic in KSP1 Mod Development
Hey guys, So I'm trying to find the Supernova fusion engine in the tech tree, but it's not there. The config file says the tech required is Experimental Rocketry, but there's no such node in the tech tree. Is DSEV supposed to add that? Update: Okay, just installed 0.3.23, and now the Supernova is in Very Heavy Rocketry. But now there's a Fusion Propulsion node, but there's nothing in it. Are you about to surprise us with a new toy? -
Well, the other function keys work fine, so I can rule out the "Fn" thing. When I get home from work, I'll definitely check out those other things. Thanks. BTW, and forgive me if this is not the correct area to ask, but I miss the feature where the temperature for a part would show up in the right-click menu. Any ideas if Squad has received any requests to put that back in? - - - Updated - - - That's a good point, I hadn't even considered that.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MerlinsMaster replied to Nereid's topic in KSP1 Mod Releases
I seem to be having trouble getting FF to work. It doesn't come up in Toolbar, and Left Alt - F isn't working either. I do have it in the correct path: GameData/Nereid/FinalFrontier. Any suggestions? -
[DEVTHREAD] Deep Space Exploration Vessels
MerlinsMaster replied to Angelo Kerman's topic in KSP1 Mod Development
This mod is pretty sweet! I'm psyched that it's inspired by Atomic Rockets. -
The short version is that I'm trying to make a space sim in Unity, and I'm trying to figure out how to make the ship do the things you can do in Smart ASS (turning prograde, retrograde, etc), and I'm having very little luck getting help on this particular subject in the Unity forums. So I'd thought I'd take a chance and see if I could find some ideas here. I've been looking at the MJ source code, but I'm kind of new to C# and I'm out of my depth I'm afraid.