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KSP2 Release Notes
Everything posted by Cultist_O
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FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
Should be right in the root. Have you run the game at least once? I'm not sure if it generates until you do. -
FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
I think the idea behind using a custom fuel was to make the cars need liquid fuel rather than electricity. (If the wheels just used regular electricity, you'd be able to run them off of a few solar panels or batteries) I'll admit, it's a tad convoluted, but I'm not sure how you figure this system adds work at the player end. You just load up fuel, which is what you would expect to do. -
FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
And there's the update. You're amazing. Thank you -
FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
Aww... No rainbow of colours for my truck? In all seriousness thanks for adding it though! It's excellent! Thought I'd let you know that there's a typo. You have "LAnd" instead of "Land" for the land rover wheel name. Any chance there's a more convenient way to make them need air? Module Manager perhaps? As you add more and more vehicles, adjusting each and every config file is getting tedious. Especially if you have ckan overwriting them every update. -
FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
Well I own a red 2008 Ford Ranger, so that would be amazing, but something like an F150 would probably be closer to what the average player would expect. Edit: And I guess there's the update. I don't know why I thought the wheel fixes were expected for 1.1.3. They are expected for 1.2 -
FASTCORP Autogarage - Real Cars for KSP!
Cultist_O replied to fast_de_la_speed's topic in KSP1 Mod Releases
I was just thinking about trying to make something like this! Now I don't have to ;P I was dreading dealing with the wheels in the current state though. Hopefully 1.1.3 (which I expect soon) will have a better solution to your collider problem. I really like the variety of vehicles, but any chance of a pickup truck? (I'm aware that you are limited by which models you can get permission to use.) -
For me the Mk2 is entirely shiney. Not just the windows. It's a neat look, but probably not intended
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I'm a little late to the call to arms about suggesting optional configs, but hopefully you are still considering? Antennae and dishes in customX? It's worth noting that remoteTech uses MM to add stuff to antenna animations as well, so hopefully this can be done without a compatibility issue. (It also adds a static antenna, not sure if that matters)
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Are you sure you don't mean The mk 1 cockpit and the new solar panel are the only things which seem broken from stock, (even the new IVA overlays seem compatible) In the meantime, if you have (or install) the asteroid day mod support pack from op, you can fix the solar panel by simply moving "JumboHexProbe.png" from "GameData\TextureReplacer\Default\AsteroidDay\Assets" to "GameData\TextureReplacer\Default\Squad\Parts\Misc\AsteroidDay" (It's not really a new panel so much as they integrated the asteroid day parts into stock)
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
I really don't know, I just saw that issue in the op, and took it for granted that that's why my (and your) stuff wasn't stacking. I hadn't considered that you might be able to pick which parts fall into which category, so if you do manage to mitigate the issue by adjusting cfgs, please let me know how you've done it. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
Do you use tweak scale? There is a known issue where "If you use tweakscale, parts will not be stackable" I would also like these parts to be stackable, but as far as I'm concerned it's a minor issue to trade for being able to store scaled parts. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
Yes, but that formula is based on the model which appears as the part icon on the left of the VAB. This means that for collapsible parts it could calculate the volume based on the extended state or the collapsed state depending which is shown. For compound parts, such as the strut and fuel line it gets even worse, because it is based on the arbitrary length they chose to use. Ya, I had ModuleKISInventory, and failed to see the difference in your post because the other parameters were the same. Thanks, your method works perfectly. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
Ya, I saw that on the wiki, and I've already tried it. Unfortunately, that makes the part into a container which can store X Litres. What I want is to make the part take up X litres. Nope, I had something slightly different, this works method works as advertised. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
Stock struts, I'm looking for a way to adjust how much space a stock (or unrelated mod's) part takes up in a KIS inventory. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Cultist_O replied to KospY's topic in KSP1 Mod Releases
Is there a way to adjust how much volume a part takes up in inventories? (I'm not a fan of struts and fuel lines taking up 3 times as much space as an RCS block does for example) I looked on the wiki and came up blank. -
Thanks for the almost instant support; that made mine!
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Awesome! The problem indeed seems to be solved for reverting, but not for quicksaving. I have opened a bug report on GitHub accordingly.
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This problem also occurs any time I reload a quicksave. It's bad enough I've had to uninstall the mod. I often take a couple attempts to dock successfully, and if the other crafts retain their post collision spin when I reload for a second attempt, it becomes impossible. Other mods seem to keep this kind of data in the save files rather than in their own. Would that (or alternatively copying into and out of those files every time the games saves or loads) solve this problem? Is there some limitation to that approach that is incompatible with this mod?
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[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
Cultist_O replied to Zorbaq's topic in KSP1 Mod Releases
kaboom? -
I haven't had a chance to test the cause yet, but I am not able to open/close the new service bay in or out of the VAB, nor assign it to action groups. Relatedly, whenever a vessel is loaded, or whenever a new service bay is selected, the close animation is immediately played. Is this a know bug? I know that the latest version is not listed as working with 1.0.4, but this is the only problem I've encountered.
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TAC automatically detects MFT and if found changes which tanks it uses, so my first guess is that the reskin you are using doesn't account for that. There is a folder inside it called "TacLifeSupportMFT" in which there is the tanks for use with MFT, try replacing the "Texture.png" in this folder and in the HexCans folder within with the omnitank textures you want to use from the reskin.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Cultist_O replied to girka2k's topic in KSP1 Mod Releases
I was sure I had replied regarding this already, but I can't find it now... The KW interstage decoupler is exactly what I needed, I just had to replace the "explosiveNodeID = top" with "isOmniDecoupler = true " Thanks a bunch! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Cultist_O replied to girka2k's topic in KSP1 Mod Releases
Ultimately, the problem is this: I'm not sure there's any way around it. I don't think this is a universal rule (I assume docking bays for example have navigable interiors) but I'm not sure how to get around it. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Cultist_O replied to girka2k's topic in KSP1 Mod Releases
Oh, that one, no, that was one of the coolest launch vehicles I've ever seen, but what I'm looking for is quite different. Hopefully this picture will help explain: http://imgur.com/tx5pBf7 Basically, I want a stack separator that is very long, so that I can connect two things in the stack, but have long things surface attached beneath the separator. Unfortunately, that surface attached piece clips into the separator the instant it is decoupled.