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Everything posted by CarnageINC
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Angel, I got to say its been a pleasure seeing your mods develop over time. This latest command pod modules looks great, looking forward to whats in store for the interior layout. Keep up the great work!
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WOW! Very nice looking mod, I'm gonna give it a try, looks very useful!
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[1.4.x] Stock Launch Pad V1.0.2 (Abandoned)
CarnageINC replied to sciencepanda's topic in KSP1 Mod Releases
Maybe it should be higher up on the tech tree? I can't think of a good work around for this issue. I absolutely love this mod though and still use it in my late career games. -
Im curious, I've been following all the wheel collider shannegans for a bit now. Has anyone from Squad assisted the community with any sort of documentation or advice? I would of hoped they would of passed on their hard earned lessons to these great group of modders for KSP. If they haven't, should we all ask them to do so? I know it not necessarily their job to provide such information or help but it would be nice to see them provide some guidance.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
CarnageINC replied to SuicidalInsanity's topic in KSP1 Mod Development
Just found your newest venture SI, I must say its very impressive and a much needed addition to the community. Bravo and thank you for your contributions to KSP!- 860 replies
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[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
CarnageINC replied to zekew11's topic in KSP1 Mod Releases
Got another name for your mod, instead of 'science revisited revisited', why not call it 'Science Revisited2' ? Huh...Huh...whatcha think governor? -
Read the last page and a half. If it were up to me, I would blacklist every IP address for those who have asked that question.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
CarnageINC replied to TaranisElsu's topic in KSP1 Mod Releases
If you put as much effort into reading the last page or so on any post you asked about being updated you would quickly find your answers most of the time. -
parts [1.2] Karibou Expedition Rover [0.3.0]
CarnageINC replied to RoverDude's topic in KSP1 Mod Releases
RoverDude...what are you doing?!? Your kill me here. I had to start a second career game just so I could use other peoples mods because my first career game is solely based off of your mods. You know what I call the new game, 'No USI Mods allowed' LOL. Now this master piece has to be put in the first...but how!?! There's no room left LOL! You are a mod machine my man! -
Thanks for the reply. Your response helped me zero in on why my rovers explode. Simple fix was to ensure that I left one center line attachment point on the end of the rover directed towards the opening of the door. So instead of one headlight, I have two, one on either side! Hope this tip helps anyone else with exploding stuff.
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Hi NecroBones, love your mod. I'm having some troubles with my rover inside exploding when I try to open the bay doors. At first I thought it was part clippings through the flooring that creating the explosions. I have my rover attached to the bottom of the bay via a Docking Port Jr. I've raised the whole rover assembly to ensure its not that but they keep exploding. I haven't tried a decoupler yet since I want to attach the rover firmly back in the bay. I wonder if the docking port on the bottom is the issue? Any thoughts on this? ____________ Update; I've done some more through testing. I wonder if it has to do with part count inside the bay? I've tried more simple rover designs and they don't explode. My super rover of 60 parts seems to set off the explosions. No clue, besides a higher parts count, on why I get the bay fireworks.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
CarnageINC replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hello, I have a small request. I have some crafts that were built before with US before v1.1.0.1 changes where made I wanted to remove those parts to reuse the crafts. It so happens that I had a brain fart and have deleted all my old mods so I no longer can find an older version of the US mod online. Everywhere I look its gone or been updated. Can someone help me out here either by directing me to prior mod versions or be kind enough to send my the zip so I can modify my old crafts? _____ Update...wow...I literally found a older version of US right after I posted this! =S -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
CarnageINC replied to SuicidalInsanity's topic in KSP1 Mod Releases
Just wanted to post to you a note that I'm currently using your newest mod version in conjunction with Ven's Stock Part Revamp v1.8.1 without any texture issues so far. I believe Ven updated his mod a bit ago so it would not conflict with others like yours or SXT. I haven't dived in to deep into building a lot of Mk 2 SSTO's but what I have done is good to go so far. The only 'issue' I see is your parts are not illuminated as his are but thats no biggie for me. As far as you know is your mod still in conflict with Ven's? If I run into future conflicting mod trouble I'll give you a friendly notice.- 1,507 replies
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Hello, love your mod, some really useful shapes you've made....however... I would like to give some constructive criticism based on your fuel amounts versus volume if you don't mind. I have great difficulty using your mod as is because of your 'unrealistic' fuel amounts based off your fuel tank volumes compared to the stock Squad fuel tanks. I'll give you some mathematical examples to illustrate my point. I've compared the height of both the Rockomax X-200-16 and your Munar Industries MI-MA1 shapes based off the 1.25m and 2.5m diameter of the objects. The Rockomax cylinder is approximately 2 meters in height and your MI cone is approximately 1.5 meters. Now your MI-MA1 1.25m to 2.5m Adapter Tank has the same fuel amount as the Squad Rockomax X-200-16 Fuel Tank, LF=720 and Ox=880. When we look at the cylindrical volume of the Rockomax (V=À * r² * h) we get 3.14*1.25²*2=9.82m3. Looking at your shape, which is a frustum of a cone, we use [V = (1/3) * À * h * (r12 + r22 + (r1 * r2))] to get (1/3)*3.14*1.5*(.6252+1.252+(.6252*1.252)=4.295 m3 . So the same amount of fuel fitting in a lesser amount of volume (9.82 vs 4.30)? Your shape is roughly 43.79% of the volume of the Rockomax shape. To fit within the realm of plausibility in the Kerbal 'universe', your MI-MA1 Adapter Tank should technically only hold approx. LF=315.3 and Ox=385.4 to fit in the scheme of things. I didn't look at all of your tanks (I did look at most) but all that I did are out of balance like this. As it currently stands I cannot use this mod. I hope in the future you take the volume of your shapes into account and rebalance this beautiful mod to better fit within the stock tanks, I would really like to use them.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
CarnageINC replied to Nereid's topic in KSP1 Mod Releases
Ahh, okay, thanks for responding and clarifying what has to happen. I don't honestly know if its a good idea, with DangIt you can give yourself manual failures and that sorta defeats the purpose of ribbons IMO. I'll goof off with the ribbons for my idea in case you ever feel the need to add the addition to your wonderful mod. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
CarnageINC replied to Nereid's topic in KSP1 Mod Releases
Well, I have started making some ribbons for the idea if you ever get it to work. I am formatting their look to fall right in on the standard ribbons now. I'm no coder and you probably already looked at the Dangit code, but I would see how that detects repairs and see if you can code off that? Sorry, that was probably like a blind person telling a someone how to drive lol. I'll send you a few ribbons by the end of the day to see if they meet your approval. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
CarnageINC replied to Nereid's topic in KSP1 Mod Releases
I got an idea, no clue if it has been brought up before. This applies to the DangIt/Entropy mods, what about ribbons for repairs in EVA for stable and unstable orbit, number of repairs in one mission and also level of complexity? I just did a mission where I had 3 different malfunctions go off at various times. I thought it would of been cool to get a ribbon for that. -
There is no horizontal acceleration toggle option for any of the menus.
- 338 replies
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Derp! Okay, I figured out most of my issues. , are not . LOL...oppsy. But I still have one remaining issue. How do I code in multiple override folders in the cfg file. Im trying to keep the icons from Squad going all blurry when I go half res. Here is what I'm trying currently. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Squad enabled = true NORMAL_LIST { texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSFuelTankR1/model001 texture = Squad/Parts/Aero/wingletAV-R8/model001 } OVERRIDES { Squad/Agencies/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } { Squad/PartList/SimpleIcons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } }