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Red Shirt

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Everything posted by Red Shirt

  1. It could serve as a stress relief ball or a Jibber Jabber (from the '90's)
  2. The Squad chimp as a playable character might make for some very interesting "What did you do in KSP today?" posts, whenever Squad do or propose something some don't like, or shelve an idea some have been begging to see in game. Might even make for some great challenges - send Squad into the sun with the only SRB's
  3. Continued to tinker with my Vector powered NCC-1701 Enterprise. I redid the cover of the saucer section to try and clean up the clipping a little. I'm pretty happy with how it is going. Afterwards, Trauki, who happens to be my favorite pilot - she has a nice smile and rarely breaks stuff - made a quick run to the KSS to retrieve Jeb and Bill. I had forgot where I left them. Flawless flight. On the way home all were inspired by the beauty of this game. My laptop potato may run slooooow but I can always warp and the views are gorgeous.
  4. Here's what I did to make this work with Blackrack's updated dll. Rotate your texture horizontal to the right. Change unlit to false in cfg and add the other two lines: unlit = false useNewShader = true penumbraMultipler = 10.0
  5. Makes sense - but I would never have known it without having it explained. So apparently Kronkus' rings first pixel is solid (ta da). I just checked the Jool texture, it was already horizontal.
  6. Yep, rotated the Sarnus texture and all is well. All ring planets working now, confirmed.
  7. I literally rotated the texture jpg 90 degree counterclockwise (from file manager no less). I'll check on the errors. My potato takes several minutes to load and unload each time. I'll be back.
  8. Okay @The White Guardian was correct. I rotated the texture on Kronkus: Here is the lovely Jool: And here is the ringless Sarnus: Note that all 3 planets use the same cfg lines. I cut and pasted out of the Jool cfg into the other.
  9. That moon has since disintegrated into the ring system due to a lack of love from users. I pulled the Kronkus mod from my game data and tested again. Sarnus still has no ring. I replaced the existing dll with your new one in the Kopernicus Plugins folder. Was that not correct?
  10. Yes. Adding the cfg line changes without the new dll reduced Kronkus ring to a solid while no ring on Sarnus. With the new dllI I have ring shadow on Kronkus, however Sarnus ring is gone. The only cfg lines I touched was to change ublit to false and paste in the other two lines. Hope this helps Ring looks fine without the cfg change.
  11. I probably did something wrong but this did not work for me. Besides Jool rings from SVE, I also have rings around Kronkus, and the 2 OPM gas giants. I added the following to the Kronkus cfg and Sarnus (it is already included in the Jool ring cfg): unlit = false useNewShader = true penumbraMultipler = 10.0 The result is Jool works perfect. Kronkus has the ring shadow but the ring texture is a solid ring. Sarnus has no ring.
  12. *cough* (MechJeb) *cough* You still have to plan and manage the mission. MJ may work as intended but doesn't always perform as expected. YMMV
  13. Mission Control.... somethings not right here. Stupid engineers I put this together trying to figure out how to make the MK2 can look at least interesting. This is not exactly what I had in mind.
  14. I sure don't by any means want to discourage you from documenting the key bindings. Writing these down yourself is probably the best way to learn and retain. However, you might want to have a look at this (I think it is still all up to date):
  15. I don't enjoy flying spaceplanes. I stink at building them. Spaceplane parts are difficult to use on rockets - try radially attaching at 4x symmetry and see what I mean. The stock Porkjet parts are pretty much wasted on me. I accept a large part of the community has a different opinion. With the discussion over the DLC parts, I've tried to educate myself a bit. First I had to learn what a tank butt was and why I should care. Then I had to search out and download the Porkjet rocket parts released by Squad so I could compare to old stock and new DLC. My impression of the PRP (Porkjet rocket parts) - they are brighter and more contrasty than the old stock parts. When you zoom in the bumps and bruises are there, if that is important to you. I like the engines come two ways - with and without shrouds - though I would have liked if they were one part with a right click option. While I arguably like the PRP better than old stock, there are a couple things - it feels like there is a lot of corrugated surfaces on those tanks. My main issue was with the included pod. My flag doesn't appear and toggling doesn't help. The pod also felt flat and unfinished. Now looking at the DLC parts - we only have a preliminary picture, so maybe this is how they look in game and maybe it isn't. They appear, to me, to fit nicely somewhere in between the NASA parts and the PRP. The edges on the black paint do seem a little clean compared to the other parts. I do agree that on a pressure vessel the rivets should not be present (sorry Rover Dude), however, I cannot fathom why this is such an issue. This is something you will only see in the few seconds needed to snap two parts together, completely hiding them. If they get removed from the parts I'm fine. If they stay, I'm fine. I personally find this to be the wrong argument. I like the DLC parts. I like the PRP. I think they appear to fit nicely together. Grab them both. Be happy. What I think will be the real tragedy is if the Rockomax parts do not get a makeover. I use them possibly more than any other tanks/engines. They may match the pods and lander cans, but on the launchpad they look pretty conspicuous and dated. Decide what is important. Let the rest of it go.
  16. This is a thing? I thought I just got lucky!
  17. All happened in the dark. Didn't do pics. So after my brain dead moment yesterday of forgetting solar panels, I launched the updated Thud powered craft today with an empty pod controlled by an Octo2. The circularization and maneuvering stage is powered by a Terrior. The mission, bring Jeb down from orbit. Turns out my Enterprise didn't have the budget for the transporters or docking ports. Everything went perfectly. Spacewalked Jebediah Tiberius Kerman to the pod without incident. Commenced deorbit burn. Came in too hot. The Terrior eventually exploded. I had planned to do a powered landing. Then the fuel tank lit up. Fearing the worst I tried to lighten the load and jettison the decoupler since the included chute was small. However, the decoupler blew as I hit the spacebar so the chute opened and consequently was ripped from the ship. That wouldn't happen if I had done a preflight check. Anyway, I'm watching Jeb as he spirals towards doom. The pod is still at 200 m/s and headed for the mountains west of KSC. Decided not to give up. Clicked EVA and sent Jeb flying. I couldn't figure out how to turn Jeb upside down. I've heard Kerbals survive if the land on their head, Toggled the spacesuit helmet on. Hit RCS and held the shift key. Slowed to about 62 m/s. Still too fast but that's all I could do. Miraculously, Jeb hit on a slight incline west of the mountains. He tumbled a couple times in the grass and stood up. Another perfect landing. I meant to do that.
  18. Never mind. I thought it was one of your pranks but I'm just an idiot. You can't do a reentry burn if you have no electricity. In the length of time it took Jeb to do a 30 m spacewalk, I lost all power. I little solar panel would have been a good idea. Uhm, rescue mission?
  19. Quickly slapped together a ship with an empty pod, to orbit and retrieve Jeb, I used FL-T tanks and slapped on a couple Thuds for the booster stage. I think it is the first time I've ever used them. Kind of liked them. @Sigma88 if that was YOU, I'm still in orbit awaiting April 2!
  20. Love the idea. It would work, I think, if I could get SAS strong enough to compensate for no gimbel. Hmmm. Thanks.
  21. Thanks, I added a node and left a little more engine exposed. Unfortunately the amount of gimbel required just isn't going to play nice with the covers. But it sure looks cool.
  22. I have rescaled the ram air and want to use it as in the picture as it just looks complete: Problem is they explode. I removed the cfg lines that caused overheating. Looks like the program sees the new nacelle exhaust caps as blocking the engines - because the exhaust do attach to the engine nozzle and I just pulled the caps back to hide the engines. It just occurred to me (while typing this) that I could add an attachment node to the ram air and attach the engines then pull the engines into the nacelle covers. Will it work? Is that the cleanest way to solve my problem or is something else easier?
  23. Pood's Milky Way skybox for texture replacer
  24. Yeah, I just ripped the nacelles right off the ship. The explosion made Scotty tear up. Jeb loved it. May try the USI warp coils, thanks.
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