LurkingWombat
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Posts posted by LurkingWombat
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Okay, I need some help. Essentially, I need to test how new PartModule (subtype switcher) is working on every MK2 and MK1 part included in the archive. Some of them contain as many as 16 subtypes.
https://bitbucket.org/bac9/b9_aerospace_plugins/downloads/B9_Aerospace_PSSM-01.zip
I decided to disconnect meshes from resources - it's nicer to be able to stack four different designs than to be forced to stack four identical ones just because you need a sequence of four LF tanks in your craft. Every visual has every resource preset available. I will probably introduce small resource-dependent visuals later, like minor colored stripe decals appearing on top of parts, but for the moment colors and seams indicate nothing about resources housed within. Some parts also have attachment node switching, specifically MK2 to 1.25m and MK2 to 2.5m adapters which have offset variations. Part descriptions and costs are placeholders and drag cubes for cargo bays are missing, the rest should be okay (resource amounts and all that), and if it's not okay, please do tell.
- Check whether all subtypes have correct number of resources for their volume
- Check whether all subtypes have correct attach nodes enabled
- Check how attach node switching works (reattach things, duplicate things etc.)
- Check persistence, jump between flight and editor, save/load and so on
Every time I switch the type of fuel on the Mk1 body the texture won't switch until after I reach mono propellent and click again to go back to the beginning. I wasn't sure if it was intended or if you knew already but I figured I would post anyway.
- Check whether all subtypes have correct number of resources for their volume
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Thank you and congratulations on this wonderful mod. Kerman Smile on you always.
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Have you found a place to upload the file? This is one project I'm excited about. But I lack the skills to make it fly. Though I'd love to try.
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This may not be the place to ask, I rarely post on forums But would you ever consider adding a Mk4 Fuselage or adding a texture patch for the current one?
Mr. Peabody and Sherman wayback
in KSP1 Mods Discussions
Posted
Simple, I think it would be awesome to have the Wayback in Kerbal Space Program.
Iwould make it my self but i dont have any knowledge of code and very little 3d modeling experience.
Thanks for reading.