Jump to content

Darkblade48

Members
  • Posts

    95
  • Joined

  • Last visited

Everything posted by Darkblade48

  1. The good old fashioned way with docking ports would work. If your ship doesn't have docking ports, you can always use a claw attachment. Though this might not work for pre-existing ships
  2. I assume parts (cost) has not been fixed yet?
  3. It is in the @default.cfg file that comes with Texture Replacer.
  4. Yep. I just tested your theory; I tried EVAing Kerbals that were in orbit, and checked back on the crew roles in IVA mode. If the order was (say) Jeb, Bob and Bill, with Jeb being the commander, once Jeb EVA'ed, Bob would become the commander. Even if Jeb re-entered, Bob would still be the commander. However, if Bob then EVA'ed, Bill would become the new commander! Too bad I don't know enough coding to be of any use to anyone! This would definitely be something that would be interesting to work on! I guess for the time being I'll just stick with what I have.
  5. I haven't tried switching seats in missions (or rather, I haven't done it while paying attention to the roles, in particular). However, I know that if you change the crew order in the crew tab prior to launch, the roles of the Kerbals change. Something to test when I'm home from work!
  6. I assume you are talking about this Crew Files API mod? http://forum.kerbalspaceprogram.com/threads/85357-CrewFiles-persistence-files-for-individual-kerbals Something to look into, that's for sure. Too bad that what I want can't be done now. It would have increased the role-playing of this game (heh).
  7. Thanks for your comment. That solution is closer to what I want, but still not exactly what I want (perhaps what I want isn't even possible). For sake of convenience, assume I have the following mission with the following Kerbals (I will just use generic "A1" "B2" etc names for brevity). Following your instructions, the following becomes true (I also know that the colours are arbitrary): A1 Kerman = Commander suit (red) B2 Kerman = Engineer suit (yellow) C3 Kerman = Scientist suit (blue) D4 Kerman = Red E5 Kerman = Yellow F6 Kerman = Blue and so forth. However, using a mod that allows you to see the crew "roles" in IVA mode (i.e. Rasterprop), the order typically goes: A1 Kerman = Commander B2 Kerman = Pilot C3 Kerman = Medic D4 Kerman = Engineer E5 Kerman = Scientist F6 Kerman = Crew member #1 G7 Kerman = Crew member #2 etc (further Kerbals are simply "generic" Kerbals) Is there anyway to get the roles from list 2 to match up with those in list 1? I understand that J's specialized Kerbal suit pack only has 3 suits, but if I were to copy two suits, would the Kerbal suits be generated in cycles of 5 (instead of the current 3)? How would I set it such that the Kerbals listed as "crew members" get the default (non-coloured) suits?
  8. I recently downloaded TextureReplacer as well as J's Specialized Kerbal Suit Pack (here: http://forum.kerbalspaceprogram.com/threads/60961-0-23-5-TextureReplacer-1-5-10-7-6-2014-IVA-Helmets-Removal/page96?p=1192556#post1192556) In J's Specialized Kerbal Suit Pack, it mentions that you can (arbitrarily) set red suits for mission commanders, blue for scientists, and yellow for engineers. In different missions, I will have different kerbals playing different roles (i.e. Jeb will always be the mission commander, but sometimes Bob is the scientist, and sometimes he is the engineer). Is there anyway to get Texture Replacer to "smart" assign the correct coloured EVA suits, depending on the role of the Kerbal (I have been getting around this by manually editing the custom Kerbal portion of the cfg file everytime I put a Kerbal on a different mission).
  9. Precisely, like when you are spooling up the engines while the launch clamps still hold the ship in place (for a few seconds).
  10. Actually, I'm wondering about Cool Rockets + FASA (specifically, the launch tower). Prior to launch, I want to retract the launch tower, but this causes the ice on the tanks to shake off - I wouldn't imagine the explosive force of a launch tower to be able to do this. When looking into the FASA launch tower part however, there doesn't seem to be any explosive force (c.f. decouplers). Anyone have an idea how to make it that the ice only comes off when you activate engines (as opposed to just having the ice come off when launch clamps disengage)?
  11. What I've been doing is attaching just one side's nose cone and wall fairings first. Then, I try clicking on it and enabling symmetry mode, to no avail (2 of the 3 sides appear to have collisions). I've been getting around this by alt + clicking the one-sided complete fairing (to duplicate it), and then using shift + Q/E to rotate the other thirds of the fairings until they fit (though it's quite troublesome to do so). Was just wondering if there was a better way to do this.
  12. I've been playing around with KW Rocketry fairings and I enjoy the idea of using them to create nicer looking rockets (I haven't gone to the point of using FAR yet). I'm in the process of building a microwave relay network (via KSP Interstellar) but I'm running into problems using the expanded 3.75m fairing (the largest KW Rocketry has to offer). While the nose cone goes on fine, the fairing walls do not go on (they turn red to show collision with something else). From what I can see though, the microwave transceiver should fit (Scott Manley has several videos where the transceiver fits fine into an expanded 3.75m fairing ( , )). Here are some images http://imgur.com/a/GNPgM/layout/blog
×
×
  • Create New...