divinity_chimera
Members-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by divinity_chimera
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
divinity_chimera replied to nightingale's topic in KSP1 Mod Releases
@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 -
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.
-
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
-
@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
-
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!
-
@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!
-
@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?
-
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
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
divinity_chimera replied to nightingale's topic in KSP1 Mod Releases
Oh, I thought you are working on some other stuff - In this case please accept my humble apology. Thanks for the quick reply - a big boost for my patience! -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
divinity_chimera replied to nightingale's topic in KSP1 Mod Releases
Since @sarbian probably isn't going to update the Custom Barn Kit anytime soon, but I have this mod (Strategia) listet as "Do not start a carrer without - aka must have" I start to think about workarounds (yes - I might have become impatient, I accept the punishment) My question is: Does Strategia check on the Milestones or does it create it's own? For example if you alredy did a flyby of the Mun (If it has its own I can install it later without a big impact) -
Thanks for the link... Unfortunately I already installed that and it didn't help. I was hoping someone else was more succesful than me and found a way to update "old" legs. (At this point I realise once more how much work such a mod can genereate - @Ven if you read this: You are awesome!) Next step will be to have a look at the newer model of the legs... but that probaly has to wait till the weekend.
-
@Ven provided also a revamp of the stock landing legs (LT-1, LT-2 and LT-05) But since they were exploding on ground contact (and gave Ven a headache) @NathanKell removed them from the current version. Since Squad now improved the landing leg situation a lot, I thought I would give it a try and bring back the landing legs... But so far I was only able to implement the deployment of the legs with the ModuleAnimateGeneric - but then there is no suspension at all.