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shdwlrd

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Everything posted by shdwlrd

  1. The latest patches from Nazari are at this link. There were written before the latest MM updates and will throw errors. https://www.dropbox.com/s/x4jhh6dbg1vcwyf/KSO.CommunityPatch.Dec3.zip?dl=0 Nothing public has been released since. @smotheredrun has a collection of patches submitted by the fans of KSO. Good luck getting ownership/guardianship of KSO. I like many would like to see an official update for KSO models and all.
  2. Forget drilling, using it to move heavy parts when building a base or vechile, or righting your lander after you tipped it over.
  3. The seamoth I can see for both KFS and Angel-125's sub concept. But the prawn suit would be a pita to work out. I don't see that being added. All well, there goes the vision of some flapjacks undocking from the excalibur while it's launching a flotilla of seamoths.
  4. For once a large sub mod that doesn't resemble something that looks like it belongs in some countries navy. Would the seamoth or the prawn suit be included?
  5. Even without scatter and such, Kerbin can be so beautiful. On a flight to or from the north pole circa .25 or .90.
  6. Another mod to take the math out of KSP. Thank you so much from someone whos math is weak.
  7. The stardust collector has seemed to stopped working. It will show the start/stop harvester button on the surface. Once you get it into space, the button won't show up. New info, the collector stops working at 570m. Pictures for proof...
  8. I may be wrong, but I think you may need the current version of Community Tech Tree or YongeTech Tech Trees to see the new paths. Since I play sandbox, I've don't really pay attention to the tech trees.
  9. I was thinking of using the buzzard collectors mod to collect graviolium. Since they are much larger than the stardust collectors, they should collect more. My question is how much more graviolium should they collect? I do want to speed up the process, but I don't want to break the graviolium is a very rare element feel. Any thoughts? If you watch the Kottabos review and skip to where he demonstrates the parts (~5:16), you should get the feel of how large these things are. My rough guesstimate is 25m, 40m, and 70m in diameter compared to the approximate 14m for the stardust collector.
  10. Possibly mark the Kerbal as landed when in contact with the part? I think I will post this idea in the add-on discussion section, see if someone is willing to run with the idea.
  11. Saw this last night but want to see what Angel-125 had to say first before throwing another suggestion out there. Maybe some KIS props that allow the Kerbals to stick to the basic or collision meshes? I'm thinking much like the magnetic boots that are shown in The Expanse. There are already parts that do magnetic attraction, maybe it can be done with the Kerbals too.
  12. That's why I made this array to speed it up some. It collects about 1 unit of Graviolium per Kerbin day, I may add to it at some point. Still the easiest solution to the Graviolium collection problem.
  13. It's just the way games are nowadays. A lot of hand holding to make the player comfortable playing the game. (It's gets annoying at times.) KSP isn't one of those games, and neither are the mods. I don't know how many times I've read a question and thought "if you just read the _____' you would know how to do it." I read the wikis and read mes if needed. The popups help, but get annoying quick because of the multi popup bug. Don't like the kspedia pages though, something about them irks me. (Its not yours specifically, it's the whole thing in general.) Part descriptions when it isn't obvious what the part does, when it is a converter or buildable part. If I can't find the answer, then I ask the question. Your efforts aren't wasted, it's just the way games and people are nowadays.
  14. Proves your point that people won't read things unless they really need or want to.
  15. Yes, it's a MM patch. All you have to do is copy it to a text file, save it, and change the .txt to a .cfg, and place it anywhere in the gamedata folder.
  16. As for as I can tell, it does, but I'm not really seeing what you're seeing. Here is a quick patch I wrote up for testing. See if it works for you. @PART[wbiA51CrewCabin] { @mirrorRefAxis = 1,0,0 } @PART[wbiA51GravimetricGenerator] { @mirrorRefAxis = 1,0,0 } @PART[wbiA51CargoBay] { @mirrorRefAxis = 1,0,0 }
  17. @Angel-125 @vardicdI figured out a fix for the textures flipping between the SPH and VAB. Change the mirrorRefAxis to 1,0,0 for the crew cabin, cargo bay and the gravimetric generator. I'm at a loss with fixing the editor not respecting the different symmetries.
  18. Yep, you were right. It was nvidia geforce experience. Got that remapped. Thanks guys.
  19. I saw that line in the configs. The API docs don't have any real explanation on what it does or how it works. I'm guessing it would be similar to the stack node orientation. The top of the Buffalo rover parts look like that. The parts I'm using is one of the Tundra fuel tanks.
  20. On my new laptop, some other program or hardware function is intercepting the alt-f12 command and is not allowing it to pass to KSP. Is there any way to remap the cheat menu to a different key combination? Am I stuck finding the program or hardware function and disabling it?
  21. That sounds like an old KSP bug that should have been squashed many versions ago, but I see what you mean. Very weird. Loaded into the SPH Transferred into the VAB using the editor switch button, and initial load from the SPH tab When I grab the root part and it changes to vertical When I try to add parts, I'm getting the same behavior an my previous post. I tried the same test with some stock craft. I'm getting the same behavior, minus the part flip on the initial load. What ever symmetry was used when the craft was built, you're stuck using that.
  22. Not a problem, having fun doing so. Thanks for making fun stuff for us to play with. As for the symmetry thing @vardicd has been griping about, I think I have a cause. Within the VAB all the parts along the center line (red line) allow both mirrored and radial symmetry. The slices the are attaching at the sides are only allowing radial symmetry. The symmetry thing maybe happening in the SPH too, but you're not going to see a problem if you're getting the results you want. I think that is normal behavior in the VAB, but it's hard to tell with most parts being cylinders and cones. For the off center mirroring for the parts, pull the slice off and replace it. If there is a slice on the other side, remove that one too. That's what has been clearing it for me. I would suggest building all the KFS craft in the SPH then switch it to the VAB to build the boosters. Yikes!!! Oh-no... Hope the reinstall of the mods goes smoothly. Roverdude's mods are the devil, that's probably why I have a love/hate relationship with them.
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