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whale_2

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Everything posted by whale_2

  1. Taking their EVA fuel away is nice idea, I'll put it into config, thanks. Some of my tourists traveled to both, say, Mün and Minmus and AFAIR, they get all that xp and levels like normal crew, so if someone wants a münwalk they first need to get some xp by orbital tour. There are no münwalk tours now but they could be added, of course.
  2. I've made this, everyone is welcome to discuss and try:
  3. Finally released --> in this post I find it frustrating that I can not de-board tourists form my holiday trip shuttle, let them be recovered, refuel and restock the shuttle, board new tourists and fly again. Several threads suggest similar things: So I've made a tiny mod that temporarily promotes tourists to crew members and imposes several restrictions on when they can go EVA. Like level 0 tourists can do it only when landed on Kerbin and craft does not move, level 1 can do munwalks and so on. After they are recovered, they become tourists again. The restrictions are configured in settings.xml GameData/KourageousTourists/Kourage.cfg file. Tourists can not perform any experiments, but probably should be denied from other things like boarding a control seat. I'd like to discuss the most reasonable set of restrictions. Source code on GitHub: https://github.com/whale2/KourageousTourists Update - tourists now can take selfies. http://imgur.com/vGLy6Qc http://imgur.com/MVxiLqM Update - first pre-release with one working contract: Kourageous Tourists 0.1 Added one more contract and rebuilt for both KSP 1.2 and 1.3 Get it here --> Kourageous Tourists 0.2 Release Candidate 0.3 Another type of contract added. Some tourists want to visit anomalies and take photos. To the moment, limited to Kerbin and Mun. (This time compiled for 1.3 only) KourageousTourists-0.3 Changelog:
  4. If anyone want to try, here it is - https://github.com/whale2/KourageousTourists
  5. You're not the only one. I always wanted to make my tourists ride a bus to a spaceplane, get flown wherever they want, come back, get off the plane and be recovered from the ground while spaceplane is towed to parking, refueled, restocked and get ready for next flight. I've made a first simple attempt for this, going to publish on github tomorrow and share a link so someone could test it and provide feedback.
  6. Thanks, @Ger_space, for this release. I've moved all (or almost all) my statics under NewInstances folder, inspired by @SpannerMonkey(smce) workaround and can confirm that editor window works now and KerbinSide bases can be seen on map.
  7. In fact, KAS/KIS has its debug window on that hotkey, either right or left Ctrl+k, but I tried to reassign the KK hotkey to another sequence and nothing happened. KerbinSide bases do not show up either. I'm sorry for being not helpful, I have a day-off tomorrow and really plan to pinpoint the issue.
  8. This behavior is implemented in 'Hangar' mod - - its code can provide clues on how to do this.
  9. Wonderful! @Ger_space, how you've got that '5' on the runway? I never saw runway markings in the old KK nor addons - I actually made my own. If this is not the reinvented wheel, maybe it makes sense to merge them into new KK? https://github.com/whale2/RunwayMarkings I'm also thinking about procedural generation of runway heading markings.
  10. Well, I learned how to drop UV-map and redone it from scratch, now it looks like it should. Sometimes we just need anyone who encourage you to try harder, thanks @SpannerMonkey(smce)
  11. Thanks for the hint, I will definitely check this. But if the face is inverted shouldn't it be seen from inside? This is not the case either. I know about flipped faces and they are being highlighted like that that has correct texture, but what is flipped UV?
  12. Hi. I'm trying to make my first part - it is supposed to be a Fowler flap. I've made a model in Blender, UV-mapped it with textures, imported into Unity editor and it seems more or less reasonable there. The way it is textured is far from perfect but I'd rather leave it for later. But when I attach this part in SPH editor, it looks weird - lower part of flap has texture only when looked from below. Sides and upper surface are transparent. I tried to recreate faces and re-texture them and it has no effect. What am I doing wrong? Unity render: KSP render:
  13. That's the problem - KSP has every possible mod you can think of
  14. I've found that Atmosphere Autopilot in Fly-By-Wire mode produces perfect results when operating RCS in space. On the other hand, mod for setting RCS to preset levels seems easy to make and I'm wandering around looking for something to code. I guess I'll take this.
  15. I love the idea of Kitty Space Program I can do some coding and eager to do this but was lacking ideas. However, I'm absolutely useless when it comes to modelling.
  16. This link is a good place to start -> http://wiki.kerbalspaceprogram.com/wiki/Plugins
  17. Opted to pre-release in Steam, wiped out all mods, built a simple craft, launched, put it on brakes, watched how it drifts. Next step - wipe the whole game, redownload and try again in both 1.2 and 1.1.3
  18. Frustrating, but in 1.2-pre things are the same. Plane with engines shut down and on brakes drifts toward far end of the runway.
  19. @Corona688, yes, you're right and I hope it will be unnecessary. (Gonna try 1.2 on the weekend) But on the other hand I guess 1.1.3 will be around for quite some time.
  20. Good to know that it's not my personal absence of luck and not so good to know that there's a bug in KSP As I said, I find this issue very annoying and have written a mod to fix it. It currently works as 'parking brake' for wheels, but I don't see why it can't be expanded to landing legs and whatever else, IMO it just needs some kind of way to be 'realistically' activated. Would some of you guys be so kind to volunteer to test it?
  21. Well, is there some rule of thumb for gear size for certain weight? That craft is ~100 ton with large main gear. Sure, I'll check it for other combination, thanks for the hint. However if the problem is common I might have sort of solution.
  22. So, I tried to do some things except of flying planes from the runway - board crew, refuel, load cargo. I've built some machinery for this and finally found that whatever I do, often my vehicles start to very slowly slide on the surface. Brakes engaged, engines shut down - does not matter. One time I finally lined up my mechanized ladder and Jeb walked away from his cockpit but when it was Bill's turn to get to the ground, there was no ladder under his feet. Am I the only one who experience such weird stuff? My search-fu gives some relevant results but seems like it happens not always and not to everybody. My setup is KSP 1.1.3.1289 on Linux, with following mods (I tried to strip down most of them and the effect is present even on mod-free install, maybe to some lesser degree): B9 Aerospace FAR MechJeb Procedural Dynamics TweakScale KIS/KAS Kerbal Joint Reinforcement Atmosphere Autopilot Some others that, I believe, should not affect games physics (such as TAC Life Support) This issue is so annoying that I learned some KSP and Unity API and started to make a mod to fix that. However, may be there's some simpler solution for this? And am I only one to have it? (Example of what happens to vehicles: http://imgur.com/a/7SQGL A truck with orange tank is not drifting because of me testing that mod)
  23. Have you guys seen this - http://bugs.kerbalspaceprogram.com/issues/9853 ?
  24. This mod is awesome and works under 1.1.3 (instead of B9 Aerospace Procedural Parts which is not) and recent FAR. I've found a minor bug however. This mod includes PWing - B9 SH and apparently something is wrong with it's model. FAR shows no reference area for that wing; other wings work ok. I'm utterly poor modeller and only managed to import the model into blender and can not say what is wrong with it. Visually it looks pretty much like scaled up and rotated PWing - Mark 2, so I've replaced the B9 model with Mk2 model and tweaked the texture file - and this does the trick. Here's B9 SH - Reference area is 1.22 m2 (area of booster actually) This is Mk2 - Reference area is ok Needless to say that B9 wing generates no lift.
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