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Everything posted by dboi88

  1. @Sevgenko The greenhouse side panels will be fixed in next release, the black windows, they are deff being caused by either a broken install, or a conflict with another mod, I've tested with a clean install and with dependencies and i can't replicate at all. Do you have any mods that mess with shaders? Like the one that makes windows shiny, or something that messes with emissives like indicator lights? I've confirmed the crew transfer bug, no idea what that is, but will look into it.
  2. Is it safe to assume that that's not a CKAN install where you could send me the CKAN list thingy?
  3. Who do i talk to about getting my CKAN entry sorted out properly? I received no answers to my questions/comments on the NetKan github so far and my issue was closed once @linuxgurugamer kindly added the basics, but it's still missing all the extra info
  4. @Sevgenko much better, I know what's wrong with the side of the greenhouse missing, the windows though, hmm, i have an idea but will need to have a play when i get home later . . can you send me your mod list to take a look at as well. I've also got some ideas about the crew transfer issue, i use ShipManifest so haven't actually tested the stock crew transfer, again will have a play later tonight.
  5. Sorry but i'm going to need more info than that to help. I don't even know what you mean by moving kerbals in the buildings Which windows? Where are these windows? Which buildings? What scenario does this happen in? Does it always happen? Also pictures are worth a thousand words. As @steedcrugeon said an arm would be a lot of work and it'd be of very little use. I am also looking forward to an IVA, might be a while though , , , ,
  6. hmm how odd, not something I've experienced. I've used the SPH for all testing as well. I've no idea where to start looking for a fix for that one.
  7. Latest Release v0.2.0 v0.2.0 Fixed node direction on grinder module for EPL (sorry if this messes your ships up) Fixed node location on MedBay (sorry if this messes your ships up) Fixed node location on Passenger Cabin (sorry if this messes your ships up) Fixed various spelling mistakes Updated USI-Tools Dependency Fixed Size differences on cargo bay number decals ReSized textures to integers of 2 for dds compressions and MIP maps Converted Textures to DDS format (some minor quality losses but much better performance) Add MIP maps for all texture (the ships edges and lines should now look a lot better when zooming out) New Engine Technology! - more career friendly Karbonite/Karboundrum/EC mix with brand new FX 14,000,000 per refuel (vs previous 250,000,000)[won't break existing ships if you empty out the excess karborundum new capacity 3500 units] Added custom Engine FX Modules and particles Fixed Pick-Up orientation of small modules plus node location (sorry if this messes your ships up) Fixed texture on Small KIS Kontainer For EVA Rack Fixed textures not showing part preview windows for small EVA rack kontainers Fixed normal maps for EVA rack kontainers Fixed dynamic meshes on EVA KIS Kontainer Fixed HangerBay Pick-Up orientation (sorry if this messes your ships up) Added attach nodes to the inside of Cargo Bays & HangerBay Added support for @allista Hanger Mod configs included for the CargoBay & HangerBay (dock crafts while retaining complete COM balance and low part count) Added nodes for docking ports to top bottom and sides of freighter hull Added custom CSI Freighter catagory for all freighter parts Added Coyote Industries agency and associated images Increased node strength on rear engine to match joint strength of rest of ship (feel free to try landing it now ;)) Fixed Z fighting issues on small greenhouse emissive mesh
  8. @DStaal @TheRagingIrishman @Merkov @Stone Blue @Starslinger999 I've decided to go with Karbonite/Karboundrum powered and am working on new configs today. Thankyou! I do have engine mounts on the road map, probably around June sometime, but i need to re-balance a few things to make that work. Once that's done i'll add configs for fuel switching. https://github.com/dboi88/CSI-Cargo-Freighter/milestone/3 Also great news, I've managed to get Hanger support working so will be included in the next release.
  9. I've been working hard on getting things polished off for the next release. This ones going to be a big one. i finally manged to iron out the remaining issues with the EVA Prep Space's Kontainer Rack and the Kontainers to go on it. I needed to sort these before moving forwards with MM patches for more life support mods.
  10. 3 was certainly my preferred option. I wouldn't want to mess with the balance of CRP though. That is certainly a possibility i'm considering. Great input and advice, cheers. I agree with you completely in regards to adding a resource. I don't want to do that. I really like the idea of using just Karborundum which is why i went with the resource in the first place. But then I've realized the point in my career saves i want to be breaking this out is no where near the point of having resource networks at Eve or Eeloo so this is something i want to resolve asap for my own sake. On the KISS thought train why not just have a Karbonite&Karborundum fueled engine with a really low amount of Karborundum in the ratio. I could balance the ratio so that you used an expensive but not prohibitive amount of Karborundum per fuel load bringing purchasing fuel in career games back into the realms of possibility, while leaving it expensive enough that having the ability to mine/collect it would still be a beneficial cost saving. Maybe something in the realms of 10-15 million per full tank plus the Karbonite(mined or purchased) on top?
  11. Ok I've been thinking about the issues with how expensive/hard to get hold of Karborundum is and i've come up with a few ideas, I'm wondering what you guys think? Option 1: leave as is and have it really be this difficult to obtain Option 2: Switch to a Karbonite based engine that would be much easier to obtain but maybe too easy? Option 3: Add a new IRSU part capable of reducing large amounts of Karbonite down to small amounts of Karborundum which makes Karborundum available almost anywhere if the work, time and info structure is put into place.
  12. Cheers! I did take a look at adding it myself but the instructions assume a lot of other prior knowledge that i don't have. I didn't get a response when i requested the CKAN folks add it. Hopefully yes. Cheers! I appreciate your help.
  13. No, this is still a 4000 ton freighter, put 50 tons of shuttle off center in the hanger bay and you'd notice almost no difference at all. This is correct, and i REALLY wanted to have this ready for release, but unfortunately after following the given instructions something isn't working and I'm hoping Allista has the time to read my messages and provide some support at some point. I have absolutely no idea why that would be. Maybe something to do with autostruts? I'll be completely honest, i'm also finding it EXTREMELY difficult to obtain in the quantities i expected. I might switch to Karbonite. This Eeloo support network is a tad more difficult to set up than Minmus. I won't be doing any legs/vtol engines. I love shuttles too much. In regards to the modules, i'd honestly love to be able to do that but i just can't come up with any reasonable ideas on how to achieve this. I'm open to all suggestions. This is the current issue with the 'Hanger' support It calculates everything correctly but then won't let me load anything no matter the size into the bay.
  14. You could watch the review Kobbottas did as well, he shows how everything connects together. This is a really cool ship, but it looks like a bioship, the aesthetics don't fit this mod. I'd imagine this would be something that Kerbals might 'grow' 1000 years in the future, my mod is more like the next step up from the current Stock parts being what a Kerbal might construct 100 years into the future. Moderation note: a comment has been removed to prevent an argument. It didn't break any rules, but it was part of a larger problem. No penalty was assessed about it.
  15. Well no. I should have been clearer on that. The weight balancing only works when the part is a leaf part and only moves the weight one step down the tree, so you couldn't balance the weight of a module through 1 or more docking ports/parts. So docking ports are fine depending on the intended use.
  16. I was just making the point that artstyles aren't limited to the old vs new gen tools and techniques.
  17. Go for it! They're basic attach nodes so depending on Mod's they could be swapped out(KAS), no docking ports though, that'd break the weight balancing.
  18. I meant the art style, not the modelling and texturing process. You can make textures in your style without PBR shaders and you can make textures that are stockalike while using PBR shaders. Heck, take a look at the unreleased work from PorkJet that was using PBR shaders, they are absolutely glorious. In regards to KSP upgrading to PBR i can absolutely completely guarantee you that is not happening with the DLC pack, and i'd also bet my mortgage that it never will be implemented. Here's a blank module that i sent someone a while ago, this will give you the dimensions for the module slots. https://drive.google.com/file/d/0B_nRjcqonDoUUVk5NEhROF9KSEk/view?usp=sharing I can't guarantee i'll use anything but i'm looking forward to seeing what you might come up with.
  19. I wouldn't agree with that, modelled or flat with normals would both work perfectly well on something like that. They look modelled and they look damn good(I'll be even more impressed if they are just normals) i'd be interested in the knowing the poly count if it is all modelled. I think i'll download when available and take a good luck at the models and textures, these look really good!
  20. To be fair that's exactly what i would have expected trying to land a 100m long 4000 ton freighter on the Mun If you want you could replace the engine.cfg with this version which should resolve the issues https://raw.githubusercontent.com/dboi88/CSI-Cargo-Freighter/master/FOR_RELEASE/GameData/CoyoteSpaceIndustries/Freighter/Parts/Engine.cfg I'll play test this tonight and include in the next release if all working ok, probably at weekend as i've got a few more things to polish off for the next release.
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