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-ctn-

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Everything posted by -ctn-

  1. 1.4.1.2089 to be precise. And sorry guys! It works now that I reinstalled CRP. I must have goofed it up when switching mods over. My bad.
  2. https://www.dropbox.com/s/en4n02vlx5pgcxf/KSP.log?dl=0 Sorry, log is right here!
  3. 1.4.1, Keep getting an error upon loading - says something about B9 Part Switcher throwing a fatal error and closing KSP because "SSPX Commodities" doesn't exist.
  4. I haven't played KSP in probably 9 months, but I stumbled across this mod somehow today and I can see that the ability to create area/event specific playlists has been added. This is fantastic! As a freelance composer for indie games and the local film industry, I can finally finish my "KSP OST" project I've been toying with for a few years. Hoping to install this mod this weekend, test it out, and see if I can get to work on doing the proper OST that KSP deserves.
  5. I'm well aware of real-world sizes of cubesats. The scope of this mod was to replicate the look of cubesats while creating as much functionality as possible. Hence, they are hollow inside for stock rocket parts to be put in. This way you can create your own square satellite (think Dawn, Osiris-Rex) with whatever fuel, science, or batteries you needed. For those that wish they were smaller, you can use TweakScale to shrink them down. The issue with making them lifesize, or smaller, is that it ruins that functionality. You could no longer use them to build other satellites, but instead use them for a single purpose - which I don't like.
  6. UPDATE: Version 2.1 is up on SpaceDock. Changes: -Switched all textures to .DDS. -Tweaked stats on "Nudge." -Tweaked stats on "Moore," so it is actually useable. (TWR of at least 3) -Added radially-mounted LF/O tank inspired by the Soyuz FG rocket.
  7. UPDATE: Version 2.2 is out, download from SpaceDock. Only thing I changed was I switched all the textures to .DDS. No more super ugly artifacts / unreadable text on the parts.
  8. New version is on SpaceDock! Changelog: -Switched all textures to .DDS -Added NoseCone for Phoenix capsule. -Fixed ATV solar panels (so they now work as intended) -Tweaked Cygnus model so flag decal is transparent if not in use.
  9. Ah I see. The current method would be to use KIS to store fuel tanks in the ATV, then EVA when its docked and remove the tanks, attach to your station and transfer, but that's a bit tedious. Maybe I'll look into it.
  10. What did you mean as a CRS-4? If you want to transfer fuel to a station, I would just attach a fuel tank to the CRS capsule instead of the cargo trunk. Or did you mean using the trunk model but having it contain multiple switchable resources?
  11. Solar Panels for the ATV have been fixed, expect a new update soon.
  12. Has anyone tried this recently? When I import a model (solar panels) into Unity, the animation plays under the inspector tab. However if I leave the "Rig" type to Generic, KSP doesn't recognize an animation. If I switch the "Rig" type to Legacy, as I have before with models, the animation doesn't play at all - like it's been erased.
  13. Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I've tested this against 1.2.2 and everything seems to work, so if you have been waiting for a new update, no need! The current version works perfectly.
  14. Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I plan to update this very soon. The update will include config tweaks for the Nudge and Moore boosters, most notably the 2.5m Moore booster. I'm also working on adding a new part, we'll see how well it turns out. In the meantime, I've tested everything against 1.2.2 and it all works, but the Moore booster is a bit underpowered for now.
  15. Hey everyone, sorry for the absence. I've been really busy with my podcast, school, a new short film, and finding composing work. I plan to update this very soon. The update will just include some config tweaks and hopefully I'll finally fix the blasted solar panels. Have I mentioned that I hate making solar panels?! I may also do that nosecone that I've been getting a lot of requests for. In the meantime, I've tested against 1.2.2 and everything works (besides ATV panels).
  16. I had a question, but when in doubt - reboot and try again, because now it works.
  17. It's for 1.2. At the time that I updated it, 1.2 was not publicly released so the most current version I could list on SpaceDock was for 1.1.3. I haven't had time yet to fix that.
  18. You can use action groups to decouple something attached to a docking port - so you can't stage the nosecone but you can decouple it with actiongroups. The "move" tool in the VAB editor will make it sit flush- But, noted, I will make a nosecone that can jettison. The HTV is not supposed to have a command part, neither should the Cygnus. But the ATV should, I'll look into that.
  19. Does everyone hate the stock nose cone that much? Haha I've gotten multiple requests for this part.
  20. Oh bugger! I'll wait until 1.2 officially drops next week before I update it.
  21. Oh no! Are you playing in 1.2? I tested it on both 1.2 and 1.1.3 and they were working as expected. I'll take another look later today.
  22. Oh, that's left in for members who don't have 1.2 installed and... Sorry, my bad - definitely a mistake. I'll fix that soon. Thanks for pointing that out!
  23. The same way as any mod, download it from the link in the first post and install it into the GameData directory..
  24. No problem, enjoy the mod and please leave any feedback you may have!
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