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theJesuit

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Everything posted by theJesuit

  1. Delightfully irreverent. Thanks!
  2. Don't be sorry you have a life and need to live it. More important things come up. Looking forward to an update though! Peace.
  3. Skiniz, are you in 1.4.1? EDIT- Of course navot in you aren't planding an update then just say... ORIGINAL - Hi @navot. Any idea why this would happen? I'll try and spend some time replicating with different combinations - would logs help? My guess is that within the shroud the atmospheric physics are ignored but when the decoupler is decoupled the physics aren't being reapplied to items that were within the shroud. Fine for things that are going to land in an atmosphere but not so much for heatshields! I'll look at heatshield and easily burnable material too to see if they are affected. Peace.
  4. Hi all, not sure if other people have this issue. If so then I'll post logs etc @navot I am in 1.4.1 (also have MH). Using the decoupler shroud against the 2.5m heatshield, in turn attached to the Mk1-3 pod, the heatshield is ignored by the game when entering the atmosphere. The decoupler is staged off as the craft hits 70km altitude so only the pod and heat shield remain, but the pod heats up and the heatshield loses no ablator an doesn't show the red flames off the shield. Same craft, same staging etc, but without the decoupler shroud enabled this time (mod still installed), it works fine. It also works fine using the ugly and slightly offset heatshield shroud. Peace.
  5. Thanks for your work @Snark and @Jarin for the tank retexturses. If you plan on looking at the stock 3.75m parts cam there be an orange tank variation too please with the stock black and white tidied up, and include the stock 2.5 to 3.75 adaptor texture? Really happy this mod exists as it is thPugh. Peace.
  6. Try a fresh download install without downloading the dlc (is that possible?) And see if it is still there in 1.4.1. But asking is probably the most reliable way. If you get no answer and it is there without downloading the dlc then you have asked. You can always remove feature if requested later. Peace.
  7. That's a little more complex. Delete it from the profile named in the settings.cfg.
  8. In the settings.cfg located in the GameData/kerbalism folder
  9. Heyya @MacLuky, I have a request please. That is for you to revisit your idea for the LanderCan MK12 with only one extra seat (for 2 seats total and room to suit up ?). I think that with the Making History LEM being a little of a non-stock letdown, it makes more sense for MK1 LanderCan to include just one more seat. So as not to make this too OP though, perhaps could please you also add a third seat to the Mk2 Lander Can - It would then keep the progression going and add a viable option before using stock hitchhiker as a four seater. (also really enjoyed your Duna on Kerbalism story!) Peace.
  10. Great idea! I used to use the darial attached one from SSTU but this is a much better solution. Good idea to n make it later in the tech tree.
  11. Hoorah! @N70 Thanks for update - I was really concerned that no-one was able (nor willing) to sort those shaders out. And a shoutout to @HaullyGames for your work too! Also, I'm assuming this was just a straight port with no new functionality at release? N70, do you want to add the radiation regenerator config that was discussed in the original thread? Now I can throw myself into 1.4.1 once I have finished my current assignment. Peace.
  12. Second go at this... i like this story mode... like the mission maker where there are several 'stock' stories with different head canons. Each may or may not include keeping easter eggs in the map. Also whilst more planets would be fine, the ability to have more stars would be better. Mods are only working around this like with solar panels so something built into the game would be great. Peace.
  13. Resolved. MacLuky mod had it, along with some other stuff. This transforms the MK1 Lander Can to a three seater. IVA is updated as well. I'd still prefer only a two seater, so if anyone knows?! Also, the pilot kerbal sits higher, in the MacLuky version, and by gentle manipulation of the Internal cfg, I removed the ASET props and replaced with Stock props for my own gratification. Peace.
  14. Hi @linuxgurugamer, so many good mods... KEI IFI Life Support Refocused Camera Focus Changer EvaFollower then HullcamVDSContinued Tokamak Refurbished Parts Some of which already work in 1.4.1 like HullCamVDS, and Tokamak, although I think there was (is) an issue with the basemount legs not retracting? But KEI and IFILS are biggies for style of play. Thanks! and Peace.
  15. Hi all, Someone once created an IVA with an additional seat in the stock Mk1 Lander Can, but I can't find it anywhere! This was many müns ago. The modder had worked out that an extra kerbal would easily fit. Given the LEM stock-alike in MH expansion sits two kerbals, but is smaller, It might be great to dust this one off if someone can find it. Thank you! Peace.
  16. I agrew that many things could be done with mods, the contract system effectively created the ability to design missions and contract configurator added to this. I think life support, KCT as well as a 'sim mode' to play against other space programmes where certain parts are only available to launch from certain sites. Peace
  17. 1pm EDT which, at the time of post is 45 minutes. Scott Manley got Squad to announce on his stream. Peace. EDIT Ninja'd
  18. Hi all, I don't have access to twitch. Did the 1.4.1 update fix the offset black and white textures of rockomax tanks? Peace.
  19. But kerbals instantaneously do put their suits on when exiting a spacecraft.
  20. As a suggestion towards this... maybe a constant rotation that stops on timewarp then restarts so that the movement only occurs when the vessel is not on rails. Alternatively a KOS script could manage it but is cumbersome.
  21. Based on previous marathon release streams probably about half way through Das Valdez. Peace.
  22. This is a great mod and what adds to its greatness is the ability to remove the mod and not break craft. A natural VERY stock alike extention to the main game. I'm still trying to get my head around making a lift myself, but it makes a stock based launch access tower with swing away ramp easily! Peace.
  23. Okay. This functionality forking is going to be interesting for some mods, but I guess games like Civ have been doing this for a while with their expansion packs. Thanks for the heads up Peace.
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