Jump to content

Deimos Rast

Members
  • Posts

    1,392
  • Joined

  • Last visited

Everything posted by Deimos Rast

  1. the closest comparison I can think of is Interstellar's WasteHeat resource. Alternatively, you could maybe have a converter that only operates within specific temperature ranges.
  2. Just wanted to say you are not the only one using this mod I would highly recommend it, for the debug console alone. I used it for months when I was running Linux, and generating tons of log reports, and this mod really helped me cut through the rubbish and see the important stuff going on behind the scenes. That being said, it definitely is not for those who are new to reading logs! I made a feature request to you privately a while back, which you might have added to the issue tracker, but it's easy to quickly amass a large collection of logs, that can chew up some disk space. Any way to have a setting to limit it to a predefined number? Now that I'm back to using Windows (begrudgingly), I'm not sure I need this as much, as the logs seem more readable, but the persistence and the console are both features I missed. This little gem has long deserved it's own thread - glad to see it get one. Cheers.
  3. it seems to be just source code, and also says KSP 1.1.2... thanks for working on it by the way
  4. amazing work as always. I'm a little worried about #2 and compat with Kerbal Construction Time, since it hijacks the launch button already.
  5. @meyerweb Mod authors can set which scenes their mods are available in with the toolbar, irrelevant of whether or not you have the button configured to be displayed. Currently, Trajectories is only available in the flight scene, specifically the map mode of the flight scene. It works fine for me in 1.1.3. With toolbar.
  6. k, I have a few changes to make; I'll update the original and make them passable And...done. Lastly, do you want to Lander Can (Korolev?) to be passable? I left it commented out as a optional.
  7. wait, so which size0 docking ports shouldn't allow crew through? Any or...? I added a note next to the "false" as to why they were false, but as I said, I can change it.
  8. Okay.... so I spoke too soon. The "about to test..." went bad. Real bad. I spent hours on this and it should have taken 30 minutes. I can't for the life of me figure it out, but it's long since exceeded my "zone of caring." I'm pretty stubborn and these parts are pretty nice, but I don't know man, right now, things are looking pretty bleak.
  9. Actually....I just now finished writing CLS configs for Tantares and came here to check if anyone else had. Probably should have done that first. On account of the sheer size of this mod (good Lord, @Beale, I didn't realize the size of this thing!), it just hits the crew parts and some structural adapters. Feedback is of course welcome, as I don't have all the parts unlocked yet, and I went by configs for the most part. Also, Beale, you have a couple ports that are size0, but described as "crew transfer capable". I was under the impression size0 meant no crew (same size as Jr. ClampO), so I marked them as CLS impassible (a lot of your docking ports are size0 in fact). This is an easy change (make a false a true), but currently there will be players who read the description and say "But it says on the tin...."
  10. Minor Bug Report: Entering MC building via Right clicking on the building > Enter causes the old UI to appear instead of new contract UI. It's fixed if you toggle through the All/Available/Active tabs, but it defaults to the "bad old ways."
  11. Well, you're in luck, because I had some time to kill, so I updated the cockpits (and just the cockpits). Funnily enough, most of the cockpits are named Mk1-2 Tandem Cockpit Trainer.... I did quite a number of other changes (like rearranging the entire folder structure and moving it out of B9 to live in its own folder, like it should). I'll redistribute the cockpit files with the patch (about to test it in a second), otherwise it won't work.
  12. Short answer: No. Long answer: No, but could be made to work with some legwork. The issue is that the cockpits largely are based of the B9 Mk2 cockpit which has been since classified as Legacy (and lives in the B9 Legacy mod now). This mod's cockpit textures all reference that cockpit (by and large) and thus the paths are broken. (Also, this mod apparently lives inside of the B9 folder, which is weird.) You would need to download the B9 Legacy Pack, then fix the model paths and make them point to the new directory. This mod also has a B9 "fixer patch" which probably should be removed. The real question is: how bad do you want the cockpits? Clear?
  13. oh, I just so happen to have that too (but only in 21 varieties this time ) . I'll track that down in a second. Thanks. EDIT: @Ratzap smells like...VICTORY. Here you go. Version 11.1 is the latest, so I figured you'd want that (I have some 13 versions with that engine in it or near abouts, let me know if you have a different one in mind). License is the same as before, credit same as before.
  14. Bad news chief - that part doesn't exist anywhere. ALV.Engine.B or ALV_Engine_B are nonexistent in any of my files (KSP interprets underscores as periods in part names fyi). Even ALV has dubious results. Here is 15.5 in its entirety. License same as before, credit same as before. Let me know if I can help any more.
  15. I have 52 old versions of Tantares, 33 of which contain that file. Do you have a preference (12.3 to 25.3)? Here is the latest folder for Vega_Node_B License is CC-Attribution-NC-SA, all credit to @Beale, I changed nothing.
  16. bdanimation module works if you grab it from the QuiztechContinued mod....
  17. What about procedural parts? A number of texture packs exist for them. Pretty easy to build your own tanks and adapters that way.
  18. Yeah, turns out I was partially correct. Give me a second and I'll bundle it up for you. Try this. It's the tail parts ripped from the Main download. Should be able to drop it into the SXT pack. They use different file pathes unfortunately, so it won't overwrite the old one, which is a problem, so you'll need to delete the old one else duplicates. License is CC BY-NC-SA 4.0 Picture of what it should look like: http://imgur.com/a/RLVjm
  19. I think I might have found the problem. Try replacing the tail.mu in the Bonny folder with this one found here. Basically, my theory is that Lack updated the main download for 1.1, but never the mini packs. The textures aren't the issue - it's the model that's referencing them that is. The one from the Propeller pack was last modified over a year ago, whereas the one from the main download was modified ~6 months ago. I use the main download, so I never checked the mini packs. Good catch. If it hasn't become apparent, I'm working at restoring this mod (along with @linuxgurugamer).
  20. @Errol @Murican_Jeb Did you delete the "Old Assets" folder by chance? It's supposed to be white in game. I've seen the problem you refer to though with other parts in this mod. Haven't gotten to them yet though. @Noname115 I''ve only used this with FAR and they work fine. Log? MODEL { model = SXT/Parts/Command/Bonny/tail texture = model000 , SXT/OldAssets/Command/mk1InlineCockpit/CockpitDiffuse texture = model001_NRM , SXT/OldAssets/Command/mk1InlineCockpit/CockpitNRM2 scale = 1.055 , 1.055 , 1.055 }
  21. well considering this is featured on spacedock now, best hurry up making that time!
×
×
  • Create New...