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stali79

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Everything posted by stali79

  1. All i did was make a judgement based on logicnas i understood it. It made no sense to have seats for crew AND have the docking equipment in such a small module. It just wasnt logically sound.
  2. It had crew capacity but i intentionally removed it as it is a docking port and never had an iva. It does not need crew capacity it only needs to be passable which it is. Do you see passenger seats at the main doors on a passenger jet?
  3. Semi trying to do both. But primarily for 1.1.3 as it is the current release of the game.
  4. max should be latest stable release. I will deal with that once i have it as i need to update the checker
  5. Nice work man. Find a way to get it to me for double checking and editing of changelog and will then up it to the github repo, OR you could do a merge request on github which will be easier.
  6. I know there is a specific set of ratios for realism. When in doubt refer to stock mk2 tanks to work them out. Generally though its all about the weight. As an example from memory the Juno 4m tank has a dry mass of 4t, with LF/O brings it to 6 or 6.5t. When you add more fuel to percieved capacities you end up blowing the wet mass way too high. Most tank values were taken fron @K.Yeon's original cfgs. Could possibly add a decoupler module to the cockpit. Good idea.
  7. Actually they do have fallback fuel. in the MM patches folder you will find one called 'default resources' that is the fallback config for fuels. obviously in 1.2 there is no fuel as there is no module manager for it yet. having them in a dedicated patch makes making edits a little easier as you don't have to open a hundred files.
  8. Cheers, I have already converted most of the textures folder lol. I use the nvidia plugin for photoshop which has the option of flipping vertically when saving. What I have done so far is synched on the github repo. https://github.com/Moobien/OPT EDIT: when I ran 1.8.5.1 directly in 1.2, I had no textures but when I copied the DDS ones back over I had textures again so that issue is resolved.
  9. It seems you are correct. These wheels look like they run on firespitter.
  10. ok after a quick test, landing gears have no animations in 1.2, so can't deploy or retract.
  11. speaking of wheels, I haven't checked the OPT wheels in 1.2 yet, might do that now Would love to know why 1.2 breaks all the texture referencing....
  12. People don't understand just how much work goes into mod making until they actually do it themselves. This process certainly gave me a deeper understanding and respect for @K.Yeon. When compiling everything I did try to use the 'latest' versions of everything but I drew what I could from about 10 different versions of the mod to make what we have currently. When @K.Yeon returns I am tempted to branch the version I have been working on as a legacy pack, so he can continue with new content, and I maintain his older content, its something I do need to discuss with him when he returns.
  13. There were no changes made to the wings between 1.8.5 and 1.8.5.1 so not sure why your wings are gone.
  14. Go for it. as for the issues you listed will investigate, I never saw an interior for the QS-01 will have another look through the archived versions.
  15. oh please do! EDIT: took a quick look at that docking port and have no idea what is going on with it, but thats just looking at the cfg. I will take a look in game and see what happens. what version of the game are you having issues with? EDIT2: When saving as DDS, what specific settings do I need to set to make them work properly?
  16. at this stage no, will spend some time on saturday taking a look at it while I convert all the textures. btw how did you fold your wings?
  17. Spacedock is having some issues the last few days. Will drop a github link over the weekend as i plan to convert all the textures to dds.
  18. Biggest mod I have seen so far is about 80Mb, and someone a couple of months back said that the size it was at the time (130mb) was way too big and so I took that as gospel and tried to shave space where I could.
  19. My original reasoning for changing back to png as opposed to dds was to reduce overall mod size. On average each dds is about 2x the size of the png. With the mod already sitting at 100mb+ it is simply too big. There is ongoing discussions on what we can do so stay tuned in.
  20. I just test downloaded from spacedock and it downloaded 1.8.5.1. Is possible i didnt update the version file packaged in the mod. Currently opt is not on ckan.
  21. I am working on the assumption that the dependancies will not be compatible with 1.2
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