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harrisjosh2711

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Everything posted by harrisjosh2711

  1. @Grand Ship Builder very strange. There must be some kind of mod conflict going on. Question, can you still enter the IVA and just cant see the portrait cams? Is any other command pod's in your current save acting this way? Sorry for your issue, if you can find out whatever mod is conflicting with it, I will certainly try and make it compatible. At this moment I am going to blame the issue on some other mod. As all my test and no other similar complaints leads me to believe this is an isolated incident. If you would like, you may post a pic of the mods you are using. Wish I could see you de-bug, but I'm not really sure how to make that possible other than playing your game on ur system. Did you download a mod that came out rather recently that allows you to select kerbals in a part that doesn't actually have an IVA seat for the kerbal? That's the only thing that comes to mind that may be conflicting with it. The mod looks to be removed from spacedock. I was going to download it and test it but I cant seem to find it anymore.
  2. @port513 Its difficult to learn, but easy once you really get the hang of it. When I first started playing I used MechJeb to dock and rendezvous. It is truly a life saver for a complete newby. Once you get ready to move up and learn how to rendezvous, the best tip I think I can give is lock onto your target. try to get lined up the best you can. get your prograde going straight on your target with your rcs and keep it that way. Don't even look at your ship, fly with Nav ball. When you get close, slow down and they will dock themselves. Remember just try your best to keep your prograde headed straight towards your target, orient your ship so you know which directions the RCS will be pushing you. Its really simple once you learn to dock using the navball over visuals. Its super easy if both vessels are controllable then you can just lock both of them onto each other and you are oriented perfect. You cant do that in the tutorial. Also you can also bring up the cheat menu and rendezvous that way as well. I have found it helpful from time to time after launching a few thousand rockets.
  3. Are you saying you don't see the portrait cams? Circled part on the pic. If not, could you provide me with a picture or try to be more detailed. If you have seen it with other mods it sounds like you may have some kind of issue going on over on your side. I would like to be sure its not mine though. On a side note, in this pic, I shot from a lunar orbit straight into a kerbin landing and sooooo luckily landed in the water maybe 100 yards from the kerbin runway.
  4. You will need to download both RPM and Asset parts if you want the IVA to have all the crew screens. As @RaiderMan said, Its listed in bold text directly under the download link on the first page.
  5. About half way finished setting up the props for the new IVA on the V2. I forgot to add a darn hatch.
  6. I would like to be able to rip a hole in my space suit or crack my helmet open. I'm looking for a sense of fear during EVA's.
  7. Thanks! I plan on adding the boxes and stuff to this version to make it a little more stock alike, like you asked, as well
  8. Well hello, welcome to my version of a kerbalized SpaceX. This is relatively new mod (released around two months ago) and currently is a WIP. currently included in the release is four command pods, a heat shield, and the trunk for the dragon V2. Presently, I am working on finishing the IVA's on the pods, next will be to finish texturing on all the service modules (already modeled). If you would like to see what will be coming in the future, you can flip through this forum and look at my pictures. Now, I cant really tell you anything about Laztek, as I have only been playing kerbal since 1.2.2, and its always been outdated. But, I have played with Tundra. This is made to be a bit more realistic than Tundra, but still maintain the stock flair. For instance, my dragon V2 is a seven man 3.75m pod, yet balanced for stock. I believe tundra was a five man 2.5m pod. Also, all pods besides the Dragon have engines and animated docking ports. The Dragon flies with RCS and has a static docking port. All of the pod's are a normal size (2.5m,3.75,7.5m). Meaning if you have tweakscale anything can be used with them. That's about all I can think of at the moment. If you have any other, more specific, questions I would be happy to answer them. Once again, welcome to Kerbalized SpaceX, hope to see you around!
  9. Spacedock (algorithm)sucks and Curse rocks. Seriously though, mods that are getting 1 or 2 downloads daily are rated higher than mods that are getting twenty daily. Their featured list still host mods that have been outdated for many KSP updates. Also, in the past month my curse downloads are killing my spacedock. Once again, spacedock sucks!
  10. In other news, SpaceX plans soon to bring us satellite internet to serve as a completely new revenue source to help power its space ventures. https://www.yahoo.com/finance/news/spacex-might-name-satellite-broadband-185812110.html
  11. Here is a quick render of the new (WIP) textures for V2 IVA.
  12. Man there has been some awesome stuff posted in the past few days. Worked a little more on the texture for my Dragon pod. Time to play tonight!
  13. Decided it was time to put a little more into the Dragon1. This version will be scaled to the same size as the dragon V2 (3.75m). The old 2.5m one will remain until I work up some tweakscle configs.
  14. Nice! Yep, going to definitely have to tone those engines down ALOT!
  15. I have finished adding lights to the windows of the V2 and space bug. It appears I may have made an empty promise though. I don't see how I can make the windows on the ITS emissive. They are completely fake and there are just way to many of them. I need them to be a separate mesh and I don't know how I could do that without really messing up the model. I will search for a solution but I seriously doubt there is one in the pods current arrangement. I could add some real windows but that's a lot of empty processing power for all those windows. We will see. Also, the space bug will now be equipped will both a rocket and atmospheric mode for its engines. It still needs a few things ironed out like the addition of some air intakes, but is almost complete. The switchable engines will likely only be included on the version with a heat shield as the other version is intended for lunar landings. It will weigh less. The rocket engines, as of this second, are far to over powered.
  16. @thomash Glad to hear you are enjoying the mod. Unfortunately, you spoke up just a little to late. The exterior on the V2 is, for the most part, finished with the development stage. I'm sorry you couldn't dock, and certainly feel your frustration. As I told someone yesterday. If you catch me pretty early in development, I have no problem listening to outside opinions/ideas. Someone actually requested the 90 degree nose cone and no one interjected, hence it became so. I wouldn't feel right changing it back now, I'm sorry. On second thought, the IVA for the V2 is currently being re-textured for the new v2 added in the previous update. Hopefully next update the IVA will be looking even nicer.
  17. I learned my previously featured indestructible rover is not only almost indestructible but also has auto pilot capabilities. I was playing last night and took a minute to look away at the forums. While I thought my rover was sitting still when I get back to my game I have found my rover (it so happens) is conveniently rolling down a mountain side at over 40ms towards its destination. 46km journey ugh! Well, I was like cool, lets play this out. Lets let it drive its self. It made it another kilometer before the rover decided it was time to hit the emergency break. While some how I can roll off a mountain, not touch the controls, and never wreck. I somehow manage to flip on the same hill three times on the way back to base (thankyou for quick saves).
  18. Thanks to @SpannerMonkey(smce) teaching me how to use the KSP ModuleColorChanger. The next update all pods will be included with lighted windows that can be toggled on and off.
  19. @SpannerMonkey(smce) Nevermind , I figured it out. That really was that easy huh. Thanks so much for your help (its been a few times now). Once again, I spent hours trying to figure out something so simple.
  20. Thanks again for the help @SpannerMonkey(smce).When you say separate mesh from the main model could you please elaborate a little further? The windows are a separate mesh from the pod. The hierarchy is as follows- windows <----Dragonv2 <------ model <------- GameObject. When you say separate mesh do I just need to duplicate the windows and change the hierarchy? or duplicate and keep the same/doesn't matter? Or is it a duplicate of the entire pod blacked out with just the windows showing the emissive texture? Also, I'm using these textures on the windows, which are set to the KSP emissive specular shader.
  21. I know you follow this forum pretty closely and I greatly appreciate that. But, ur idea for the trunk just came to late during its development. Its been finished for over a month and was actually featured in my add-on development forum when it was still active. But yea, so long as you give your input early in development I am absolutely open to outside opinions. You know that. It was your idea to provide a version of the space bug with a heat shield. I will keep the idea in mind for any future service modules.
  22. I believe I understand what u are saying. Maybe in the future I will create some other type of service module that acts in such a way. As for now, I see no reason to change the v2 trunk other than to fix the colliders causing very slight placements issues (That can be fixed in the VAB using the slider) on the outside above the fins. Maybe if someone can prove to me that an issue actually exist (using stock parts) I could be driven to change. But, from my test I have run, the trunk works exactly the way I designed it.
  23. Technically the trunk is already separated into something like eight pieces. The mesh is a two piece separated between the white side and the solar side. What I assume you mean though is to make it act like a fairing. And I don't think that would work as the colliders would remain the same. That's what my logic tells me anyways. I don't know what you are trying to fit in the trunk but as I have provided proof before, there exist no issue with placing and removing items from it. If you are using non-stock parts its likely to be an issue with those parts. You can check out this link where @CobaltWolf so kindly helped me get the trunk working to begin with. Here is my current V2 (trunk fully loaded) sitting ready to lift my kerbals of Dunas surface.
  24. @RaiderMancIt will electricity. I'm not planning on putting fuel or anything though. You can do that in the VAB. But sure you are welcome to share your ideas.
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