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spacetackle

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Everything posted by spacetackle

  1. Thanks for that @jdub3350 I will check it out
  2. Hi everyone :), Is there a way to use this mod, while keeping the rest of the game as close as possible to stock? (just change part, engine, fuel values, and make contracts make sense) Without requiring massive amounts of mods, adding different fuels, etc etc etc? essentially it would be great If I could play the stock game in the real solar system. The reason I would like to do this is, many mods in realism overhaul are buggy, incomplete or require additional parts mods that I don't want to use. Thanks for your help
  3. Hey everyone, Sorry if this is a noob question. I am running KSP 1.1.3 (64-bit) on windows and would like to try out the RVE experimental build. I see there is a win32 and a linux64 build available to download. If I am running KSP 64 bit on windows, which of the two experimental versions should I download? Thanks for your help!
  4. Nah the wings are intentionally flat at the back. They are supposed to be a re-imagining / reverse engineered version of the actual tie fighters. That's why the pylons, the engine and the cockpit glass are all different too. That being said, it isn't very hard to make a variation, so I could do that. But I am making bomber wings and bomber body parts to click onto the cockpit ATM also an additional thin pylon with batteries for the Tie. The hatch/cover panels are now docking ports too. (which was originally the plan but .... I forgot to add in the code... lol) Anyway update is close, should be out this weekend Thanks for the reference pics
  5. Hi, Firstly fantastic mod! Can I avoid using toolbar or are there mods within KSP-IE that don't support stock toolbar? Thanks!
  6. WORKING: Spacetackle's K.I.E Fighter mod (1.1k) **latest version of RasterPropMonitor (0.27) required though. 1.1l on the way too (small fixes + more parts)
  7. Hey @lttito, @Brainpop14 Thanks for following my mod! I will be adding some more features in the next few weeks I have been on holidays so haven't had much time to work on it, but back home now so more is on the way
  8. @lttito thanks for your feedback, glad to hear you like it. I will have a look at incorporating that mod. The small arm connectors are actually intended to be used for VTOL engine mounts. At the moment you can place juno jet engines there. Though stock tiny engines don't really cut it for take off. (Not powerful enough). I'll probably make a new low profile engine part that can fit there, that will allow for vtol and maybe kerbal foundaries support. In the mean time you might be avle to find modded tiny engines that work well on those mounts. Let me know if you find a cool sollution
  9. @rafat abubreak Awesome build! That looks really cool and right in time for star wars day too!
  10. Hi, I have found a strange bug, Since I installed this mod, If I zoom in while inside the IVA, the zoom level remains the same when I exit back to space. Meaning that the background (say kerbin) is zoomed in really close. It doesn't affect the zoom level of the ship though, justs the background. Going back inside the IVA and zooming out, then exiting back to space, restores it.
  11. Hey @theJesuit Is this so you can record part of the screen without UI, while still viewing the UI? because at the moment you can just press F2 to turn the UI off. A good mod might be to have the different UI elements separated out as Widgets that can be moved around the screen, or even put on a second monitor. There is another mod too, called Telemachus, that send flight data over the web (i think) so that it can be viewed in a sperate window/monitor while you play. It is not updated for 1.1 yet , as far as I am aware anyway.
  12. I wonder if it would be possible to make a custom terrain scatter, and make very simple (low poly), stock alike Kerbal homes. Maybe kind of like hobbit homes, that would have a chance of appearing only in certain biomes. This would make Kerbin feel lived in.
  13. Thanks @TriggerAu, This mod is wonderful and essential. I would love to see this mod taken up by squad. It really should be a stock feature!
  14. @Brainpop14 Hi, I actually have a few new parts on the way including : Tie Advanced wings, A docking port hatch, a asymetrical tie bomber cockpit, and the tie advanced body (that will click onto the existing cockpit ) Also an x-wing is on the way.
  15. It's a tricky thing to get right, Unity loves to rotate things all over the place whenever you import a model loL, but the over all effect is so worth the trouble. Your mod is absolutely fantastic. I can't wait to see the finished results!
  16. In the end I couldn't get it to work manually. It was always off by a few degrees. So i decided to make a transform for the point on the model instead. So much easier! I was hoping to figure it out so i had another option up my sleeve. I wasn't sure if the if the value needed to be a component vector or not. But either way could not get it accurate enough.
  17. Hi everyone, I am wondering how to correctly edit the orientation of a node within the cfg I under stand that the first 3 values 0.0, 0.0, 0.0 are for entering location of the node and that the second 0.0, 0.0, 0.0 are for entering orientation. What I don't understand is what the units in these values are equal to? is 1.0 = to 360 degrees? and 0.0 equal to 0 degrees? or does 1.0 represent something else? I am trying to get the connections for the part in the video below to work correctly. The angle at the ends is 22.5 degrees from the centre of the circle the 8 parts form. However entering this as a value of 0.225 in the cfg does not work. Thanks for your help
  18. @KanedProductions Thanks so much for a great review! I really appreciate it. It was awesome to see the crazy ship you were attempting to fly as well! lol.
  19. @Stone Blue That is hilarious! It's probably good for approximation but I need 100% accuracy. Like down to 0.0001 level, otherwise parts aren't flush or they don't collide correctly.
  20. @wasml @passinglurker Thanks for your help, I use 3DSmax so I wonder if there are tools to import MU files for that. I will have a look. Else I might investigate getting blender. But I will definitely have a look at the CFG files. Problem is though, the nodes might not be exact as some parts sink into others when attached.
  21. Hi everyone, Is there a list of EXACT stock part dimensions? I already know the radial values, but I need height in order to make my new mod compatible with stock. Particularly, I need the docking port dimensions and structural fuselage dimensions. if there isn't a list; What process can I use to find the dimensions? Thanks!
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