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divinity_chimera

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  1. @nightingale, thank you very much! (thanks as well to @sarbian for the CBK) My wait has ended. Ladies and gentlemen, please excuse me - I have to start my 1.2 Career in 3... 2.... 1..... oh, I have to go to work
  2. Hi @Derrey, Here a more detailed description of the issue: I hope that helps to track down the issue. (I have to remark, I have a ton of mods installed - but it happened with several experiments) If I can be of further assistance, just ask.
  3. Well, either deal with it or replace the internal to your Mark1-2 Capsule with the following internal: "MK1-2Int" The model is located here: VenStockRevamp/Squad/Parts/IVA/MK1-2 I have no idea if this correct to the outside... But why don't you give it a try? (And tell us the results)
  4. Hi @Derrey, I'm not fully sure what is going on, but I have some issues of recovering experiments triggered through your mod. A quick invastigation leads to the experiments which use the DMModuleScienceAnimateGeneric Module. So my question is, if your mod compatible with the Generic version of Dmagics Modules? If no, I have a suggestion for your mod - else there might be an issue
  5. @Pepethecat, Sorry, I was busy, but here you go: paste the following text in a new text file in the MK+Cockpit-Alt folder and rename the file ending to *.cfg This is basically the stock Cockpit regaring the parameters. There are custom IVA's - for the new pods at least. Found here: VenStockRevamp\Squad\Parts\IVA
  6. No worries, I can post it in here - but since I'm at work right now, it will become evening or weekend util I can do so. Maybe @duesenmilan has already one finished.
  7. Hey @sarbian, First of all, thanks for your work - I really appreciate it. While I was messing around with your CBK, I realized that the deault.cfg overwrites the in-game settings. To explain: The flag to allow Action Groups always has no effect after CBK is installed. I guess this is because of the loading sequence of KSP. Since there is an easy workaround to this (just fix it in the CBK itself) this is something really not important to fix - but I thought I mention it to you. I know, mod users can sometimes be a pain, but again: You are awesome!
  8. The one that is still in the build seems to be slightly different... I have to check if I find an older version. If you are already happy with this you find it under: GameData\VenStockRevamp\Part Bin\NewParts\MK1Cockpit-Alt The *.cfg is missing, but if you need help with that just ask.
  9. @Kerbas_ad_astra, that's true. If I remember right, I fixed the antennas myself and decided to stick with the old model. (I have customized Ven's parts here and there anyway) I have to remark, that the LT-45 and the T400 tanks are those from the Porkjet overhaul - and not the ones Ven provided.
  10. I was just wondering how things changed - here an example of the stock KerbalX:
  11. @EmbersArc You were right - When I created a new vessel it works perfectly. Could be an issue with the change. (At work now everybody would complain why there was no migration path ) Oh, and when your done with @Blasty McBlastblast's request, could you please head over to the AIES thread and fix those legs as well? But seriously: Thanks a lot for your effort!
  12. One little thing: The LT-2 doesn't seem to be recognized as gear - so if you hit the gear key they don't react.
  13. @EmbersArc You sir, are awsome! Thx. I found a little issue with the LT-05 - when retracted, the inner wheel colliders are not retracted:
  14. @EmbersArc, as far as I know the landing legs are only available as the *.mu file. There are 2 versions - one I used with KSP Version 1.0.5 and then there was an update for 1.1 - but they never really get popular, since they exploded on ground contact. Since it seems you have some experience with landing legs, is it even possible to get working landing legs out of a *.mu that was created before 1.1?
  15. Regarding the RCS topic - for the RV-105 the following code needs to be added (for sound and effect) !EFFECTS{} EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } The others have to be adjusted accordingly... Remark: Use the ModuleRCSFX instead of the ModuleRCS
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