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Posts posted by TheAceOfHearts
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Do you make your own decals? I think they are absolutely the realism special sauce.
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On 4/19/2020 at 8:14 AM, Drakenex said:
@Cheesecake@sslaptnhablhat@TheAceOfHearts@oniontrain Sorry if I forgot someone.
For starting again with this I'll need the following:
- Real spacecraft name
- Historic variations of said spacecraft
- craft file if possible
- reference materials with details
Please include BDB as well.
Big thanks!
Thanks @Drakenex!
Zarya doesn't really have variations since it was just one module made of FGB parts. I don't have a craft file at the moment, but I think it's just FGB parts and the neck and node from the MIR core module. Photos in the below spoiler.
SpoilerZvezda is pretty much in the same spot, being a repurposed MIR core module.
SpoilerReally glad to see this back in development now that Tantares is feature-complete!
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When I try to load the 127.0.0.1 port on my tablet, it's giving me a "refused to connect" error, even though it's working on the desktop that runs KSP. I've been scouring the internet for fixes, but I simply haven't been able to figure it out. Do you know what might be causing this and how to fix it?
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4 hours ago, Zorg said:
Explorer 1/Juno 1 test flight footage.
Spin table via the Dock Rotate mod and also showing off the g force animated antennas on Explorer 1.
SpoilerI'm curious about what mods you're using for your space center. You use JNSQ, right? What's the launch tower you have? I'm absolutely loving the g force animated antennas.
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Would it be possible to make ISS-like textures for FGB and MIR parts to make them look a bit more like Zarya and Zvezda? I was surprised to see that Zarya IRL is mostly that tan/cream color rather than being mostly white.
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On 5/24/2019 at 7:24 AM, Trufiadok said:
I don't have the DLC, but what I read about it is that the servo motors and a sequencer have been included. I don't know much about it, but in its function it can be similar to the InfernalRobotics plugin. I not found references in the 1.7.0 KSP API. If will have api's access to robotics, I will do connection for it.
Dextre's arm can grapple anything that has "micro-fixture". It can be attached to anything. "Micro-fixture" is a dividual part.
I plan to do different gripping tools for the OTCM head. (H‐Fixture, Micro‐Conical Fitting, Modified Truncated Cone Target, Micro‐Conical Tool, etc.) I would like create the ISS's battery modules.
Planned IKRC Additions: Reloadable Arm Positions, Motion Path Planner.
I'll soon upload the newest IKRC plugin, which will include Dextre. I'm making a video with the complete Dextre unit.
What were you thinking? Want you some feature or part?
Excited for the ISS possibilities with Dextre! I don't have specific things in mind, but am looking forward to the planned additions. Are there still plans to do the Canadarm 1? I'm working on my ISS builds and would love to be able to have the easier time IKRC would make when using the shuttle.
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4 minutes ago, Trufiadok said:
Dextre Arm's 1st complete test. The Dextre's arm removes MBSU from ColdPlate and puts back it.
That is awesome! What are you planning to use Dextre for in the long run? Manipulating smaller stuff like the cold plate? Does the new DLC change any of your plans for the arms?
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Where are people getting the International Docking Adapter from?
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Would it be possible to make the CBM thermal covers a KIS-attachable/removable part?
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Doesn't seem to work for 1.4.1. It caused the game to crash on loading several times.
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I think more color would be great, but would potentially also mean going more of the "puzzle piece" route when it comes to creating parts for specific spacecraft. Something I'm all for, but is up for debate.
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Is there a way the radio receiver antenna could be put on an angled folding mount like the L-HG1 High gain antenna? This would make it look a lot like the receiver on the front of the early soyuzes.
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3 minutes ago, FiiZzioN said:
Why does my Utility Module have chicken pox?
Because so does the Unity module on the ISS
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1 minute ago, Beale said:
Upload of two FGB crew parts, one with window, one without.
You can build a knock-off Priroda.
Feedback on the colours is much appreciated, too much?Personally I like a bit more subdued colors, making it look like worn soviet tech, like the faded khaki on the soyuz and salyut parts.
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Just now, Avalon304 said:
I found the latest version of IR (Hint: Check the IR github). Canadaarm just works with it. (I also had to make a change to KJR to stop it from freezing IR joints in place).
The IR control menu isn't anywhere when I try to use it. I have the latest versions including the dev version of KJR which is supposed to work with IR.
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9 hours ago, Avalon304 said:
Because Ive nothing better to do at... jesus... its 4AM... Ive fixed the alpha issue on the Shuttle Cockpit texture... and Ive also modified the STS Delta, Strake and Elevons to reference the latest models from CA... (Im all of these things have already been fixed... but if they havent and you want the files... I'll zip them up for you and send them over...
Meanwhile have a pretty picture:
How did you get IR and canadarm to work in 1.2.2? Or is that not 1.2.2? I can't get either to work.
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9 hours ago, IGNOBIL said:
Why risk Jeb's precious life to deploy station parts?!? Have you seen my flying?
Because doing otherwise would rob him of the thrill he needs to be the Jeb we all know and launch
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30 minutes ago, MrMeeb said:
As said in the Cormorant thread, I'm fine guys, don't worry. Just busy
However, I did get some time tonight, so I managed to make a start on the KU Band antenna
Any way you could make it have bdarmory laser? In my save MIR simply needs to go.
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1 minute ago, hraban said:
It's only true if you run KSP in DirectX mode
How do I run it in not-directX mode? I've just been launching it from ksp.exe. Is there some way to change this?
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Is there any way we could get the textures in dds format instead of png? None of the mods I have which use png are showing textures. I realize this might be difficult or tedious, does anyone know a way to fix this?
Thanks!
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1 hour ago, MrMeeb said:
I have not had this problem reported, nor have I experienced it, and I am presuming that no one else has either. Can you try redownloading it from wherever you did (where was that, exactly?) and install it again. Make sure you're in 1.2 and have got a complete download. Is this on all the parts, including the cargo bays and cockpit, or just the spacelab parts?
This isn't on any of the older parts like the wings and cargo bays, it's just spacelab parts. I'll see if it's one of my other mods causing the issue, since it all worked in a vanilla save, but I just wanted to make the issue known.
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I'm getting texture issues where most of the parts, especially the new spacelab parts, are showing up flat grey. I had a similar issue with the AviationPlus mod, and saw that a bit later they posted a texture fix, and now that mod is working for me. Is this something that's been brought up here? Love all of the new stuff by the way! Keep at it!
ISS Adventures: A Kerbalized Recreation of Missions to the International Space Station
in KSP1 Mission Reports
Posted
Would it be possible at some point to release the decal image files you used as a flag pack?