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WarrenSchultz

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Everything posted by WarrenSchultz

  1. Apologies if this was mentioned already, but I didn't see it when I searched the thread. CTT integration: @PART[US_3R310_EVA_EVAX]:NEEDS[CommunityTechTree] { @TechRequired = advancedExploration } [B]Should be:[/B] @TechRequired = advExploration
  2. /facepalm. Thanks. I knew it was something simple, but apparently I needed a big, blinking signpost.
  3. I thought I remembered this being possible, but I couldn't seem to find it last night. Is it possible in SM to switch kerbals to specific seats? Being able to swap two from the same pod would be handy also. (For IVA flying). Thanks!
  4. I'd like to see this as well... if it is possible.
  5. On a "new" save (installed KW+unofficial patch onto existing new 1.02 save with CTT), I see no issues with the updated patch.
  6. It's not a huge deal for me either way, but I would love to see the inventory travel with a Kerbal.
  7. Thanks, guys. I'll take another look. I *believe* I tried that, but it is possible that he was in the right module, but wrong seat Edit: Yup, no sign of it there. Interestingly, I tested with a different screwdriver, moving him to a different module. The screwdriver didn't move with him, but was there on his return. Maybe has something to do with a reload cycle happening? (Quitting the game and controlling that vessel again, after having moved?)
  8. Unfortunately, I did not use KIS pre-1.0.2 (but I used KAS, which obviously doesn't work the same). I don't have an answer about previous compatibility with SM, sorry. (I am loving KIS overall though!)
  9. I don't have a save that I can currently test for repro on, but there appears to be an issue with transferring crew and losing KIS inventory. For example: Engineer in one module with the screwdriver in his inventory, transferred him to another module. Realized later when he went to EVA that he no longer had the screwdriver.
  10. Thanks, I had read that, but I was misinterpreting how I saw that behavior in-game That's helpful though, thank you. I like having the different scanners required for different resources, personally. I can see how it could be a micromanaging annoyance to some degree, but it makes it more logical that over time you unlock new scanners for additional resources, and therefore require new survey missions for higher-grade resources. He3, Karborundum, etc.
  11. Can you please clarify the instant scan toggle? My current understanding is that when that is enabled, any SCANsat pass will gather all resources for the area, where disabled will only gather for that specific scanner type. Is that correct? Last I'd looked at the docs, that was how I read it, but wasn't positive. Thanks!
  12. The main reason I use modulercsfx is to enable RCS thrusters that are non-monoprop that fire in all directions correctly. Stock can't handle that.
  13. Hey, sorry for the absence, been updating my mod tracker and have been waiting for things to stabilize before I update MonkeyWrench. @FreeThinker: Going to add this to KerbalStuff once I update for 1.0 @Errol: If you grab just MonkeyWrench.cfg, that is where the EVAX mod is contained. I should probably break that one out into its own file as well.
  14. Version checking is showing 19.3 is latest, and there are 19.3 changes on github. Is there a release, or should we just ignore the notification for now?
  15. Depends on the model of course, but also if you're doing high to low poly projection, then you've got another set of problems to deal with if you overlap. If I'm doing a simple model without a normal projection, I absolutely agree
  16. 3DS max. As i comment in the review, that's just a basic pack. There are other options, but I'm not a pro modeler. I do, however, have a lot of friends who are pros who have already integrated this tool into their workflow. As 3D tools go, that's pretty cheap. Check out the free demo, there's a ton of options for people who are experts. I'm not the one who made the software, but I think it's a huge help, so I wanted to let others know about it. As with all things, YMMV Edit: Sorry, yes, check out the screen grab in the article on the cluster options tab. You can specify for each island whether or not to allow rotation, scaling, etc.
  17. When you're creating a texture map for a model, you are able to put more detail on each individual poly the bigger it is, right? So the idea of UV packing is to reduce the unused space on a texture map as much as possible, to give each polygon cluster as much real estate on the map as possible. Does that make sense, or is it clear as mud? For example, using this software, my UV map on a test model went from 59% wasted space to 21%.
  18. Hey folks, I hope this isn't too far off-topic. Been playing with a new UV packer tool called iPackThat, and chatted with the dev about it during its development. I wrote up a review, and got 3 Steam keys to give away in a contest. Short version: it has a progressive packing algorithm that beats the heck out of what Max, etc, do by default, and probably gets better results than a hand-pack that took you hours to do. http://warrenschultz.com/ipackthat-review-contest/
  19. @smjjames Thanks for the shoutout. What do you mean by full USI compatibility? It seems like every module that makes sense to have KAS functionality already does. @KerbinDriveYards: I welcome contributions to MonkeyWrench's github tree!
  20. Oh, I meant to say thanks before, and apparently failed to do so. (Thanks!) My monster RCS module is now working happily. (In the MonkeyWrench mod WIP linked below) This thing can really move your overly-heavy craft and stations around
  21. Have you tried a vanilla install with just IR and modmanager?
  22. Sirkut: Yup, I had just narrowed this down on the gantry as well. (Using a size 2+ node). Thanks for looking into it! Interestingly, using the smaller node size, and the NODE{} style definition, I *think* that docking ports work properly attached to IR parts. If someone else can confirm, or give me a 100% break use-case, I'll double check that theory.
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