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gkorgood

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Everything posted by gkorgood

  1. [quote name='Nhawks17']Theoretically yes, now I'd need to figure out how to get them to only show up on the night side then it'd be possible.[/QUOTE] If possible, ask Astronomer how he did it all those months ago for the last two versions of AVP. He got it to work beautifully, but sadly doesn't include it with newer versions of AVP. Though, SVE looks so incredible, especially with scatterer, I don't think I'd go back to AVP if and when it is updated.
  2. Not sure if you know this Nhawks, but Kopernicus introduces a bug in 1.0.5 that removes the buoyancy value for any and all parts, so craft just sink under the surface with it installed. May also happen with other mods, but as of right now Kopernicus is a definite. FYI I am using the 64-bit workaround for windows, but will verify with 32-bit tomorrow. Also when using Kopernicus, the game loads the main menu with a whited-out Kerbin Land texture, which can be fixed by going into settings and back out again. Both with and without Kopernicus, the game loads with no Kerbin clouds or atmosphere on the main menu kerbin, though without Kopernicus, exiting the settings screen brings you to the "Mun or Bust" menu screen. Again, this is all on 64-bit windows (except for the non-Kopernicus no-atmo main menu Kerbin; that was just verified on 32-bit)
  3. Why weren't they included in 1.0.5? They made such a big hype about them in one of the recent devnotes!
  4. try kerbalstuff. no wait times like curse, and not everyone can open 7z files
  5. please someone do this and post a video. or ask the great scott (pun absolutely, shamelessly, intended) himself to try!
  6. I'm actually working on a mod to help bring this in, now that we have the stock airbrake modules it should be possible. I'd love help with a model though, I need a model to test with but I'm horrid at making them. Edit: this is a reply to a very early comment in the thread, like on the first page early.
  7. part of the reason there is so little documentation is because aero just got overhauled, and some of the modules you're using (like moduleaerosurface) are brand new, so the community hasnt really had time to experiment with them yet.
  8. @shaw: what are the recommended pixel dimensions and file type for navball textures?
  9. Thank you. I took a look at the files and I assumed that was the solution, I just wanted to verify. Time to make my game even more beautiful!
  10. I'm interested in using this pack as it really is beautiful. However, I only want the remakes of Squad parts, I don't want the extra parts. What folders should I install/files should I run so I only get the Revamped models and textures, without any of the OC parts?
  11. stock and b9 are different shapes. stock can be flipped upside down (so cargo bays can be used as bomb bays) whereas B9 MK2 is bigger above its attachment nodes than below. changing the model of a part is (as far as i know) impossible using tweakables, only texture and resources. so not just easier said than done; currently impossible. although if someone who is a better modder than I wishes to look, it could be interesting... EDIT: It seems Bahamuto is already working on making both cross sections, or maybe just stock/SPP since B9 is converting to that as well. as for making the swap between the two a tweakable (if he does make two models) my previous statement stands.
  12. @Nertea why isn't this mod in your signature? It's one of your masterpieces (along with all the others of course )
  13. I knew there was something about the arrows he wasn't interpreting right! Haven't been able to sit down at KSP for a while so I forgot about the torque vector being displayed, with the rotation being shown as a circular arrow. Thanks for reminding me. EDIT: there's still something wrong with the arrows. all engines should have their average thrust directly in line with the CoM, unless the payload is built really unbalanced. rotating the rocket shouldn't change this alignment, should it? RCSBA doesn't take gravity into account, right?
  14. Left in this picture is west. the game launches rockets as if they were rolled out from the VAB onto the pad. so when looking at a craft in VAB, with the outside on your right, left is west. your craft is tilted very north and slightly west. sorry if redundant. there aren't many ways to say west
  15. Nertea, what was the scaling factor of mass that you used for these parts from the MkIV v1.0? and were the yellow jackets' thrust scaled appropriately?
  16. just as a question: for those of you who build exacting TB2 replicas like me, do you find 4 yellow jackets to be enough to VTOL? I've been having trouble even with hardly any fuel and no payload.
  17. @m4v: could you release a quick patch so that KSP-AVC and/or KSP itself don't give error messages on startup because of conflicting versions? The mod works beautifully and is a must-have for me, the error messages are just kind of annoying.
  18. In regards to the node orientation: as of KSP 1.0.x, attachment nodes have a specific (*very) direction that they are "facing" so parts can only be attached in such a way that they are lined up. only problem is we can't see that, since nodes are spheres. Enabling the thing in the debug console removes this feature, to make the game function like pre-1.0. The node definition values are as following: first three numbers are location, second three are orientation, last one is size. To fix the problem permanently, as lo-fi implied, change the three orientation numbers to their negative counterparts for the node_stack_bottom, one at a time. In other words, make the line read "node_stack_bottom = 0.0, -0.45, 0.0, 0.0, -1.0, 0.0, 1". Test it. If it still doesn't work get back to us. As for auto-fairing, I have no idea, never made an engine before, or dug into the configs.
  19. I was assuming there wasn't a node at all. but you're right, could be the orientation. @adamkdean: in VAB hit alt-F12 and enable the option that sounds something like "non-strict orientation for node attachment", see if the issue persists
  20. no worries! I won't be able to be there during the live stream (starts during work for me, and I don't have internet in my new apartment yet) but I'll be sure to watch the youtube.
  21. Hi all. Just wondering if the community fix for AVP in 1.0.4 works with EVE Overhaul? It's beautiful as is (but requires the x64 hack to work usably) but this water is just incredible, and the clouds and the sky and all of it. I'll try and find the post in the AVP thread with the community repack if anyone wants it.
  22. this sounds awesome! i assume it will be on youtube afterwards as well? EDIT: thursday is the 30th...
  23. could we see your config file? and maybe a pic or too? I have an idea of what may be the issue but a cfg and some pics would tell me whether or not I'm right.
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