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ElonsMusk

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Everything posted by ElonsMusk

  1. I encountered "cannot roll out craft, clear the way first" despite the way being clear. In fact nothing has changed in the scene since the vessels were stored. Am I making a mistake somehow?
  2. Is there a way to open the Airship Hangar? The interior has such nice modelling, but I cannot find a way to access it.. I assume it isn't complete unless I am missing something.
  3. There is a setting called like, retain focus point or something in the K&K settings. That will, when you return to space center, return you to focus on the last site you launched from. Additionally, the dropdown menu from stock DLC functions for all opened sites. In my experience this is... not perfect, but it could be kraken. As for a launchsite. In the static's menu while looking at it, there is a Make Launchsite button to open the window to actually create the launchsite.
  4. I'm not exactly understanding your question but I'll try. You can create a spawn point and set it to be a launchsite. Enter the scene and press CTRL+K. Spawn New, search title for 'spawn', click to create it, choose visible or invisible, snap to terrain, adjust as needed, click Edit Launchsite, save, save, close. Just don't put them too close to each other or it gets confused.
  5. ASET mods work fine up to and perhaps including 11.2. I am using ALCOR capsule still for crying out loud, lol. It can be a little finicky at times but if it isn't working you've done something wrong. 1.7 props will have no issues in 1.11, ensure you're using the proper RasterProp files that correspond to your desired monitors. For me, I broke the BasicMFD on purpose to replace it with ALCOR40x20 because I prefer it's camera interaction. TL;DR Carefully check through your install process, 1.7 props should have no issues in 1.11
  6. I just want to say that I am having a grand old time with Tweakscale. There was that brief era where there were too many kinks to get too complicated. I only have *five* unsupported parts in 1.11 with 21k MM patches applied. I haven't run into a single problem related to scaling. Keep up the great work all of ya!!
  7. As you may have noticed, kerbals working in the SPH or VAB are wearing hardhats as OSHA would require. Doesn't this mean the model for that and their suit textures exist somewhere? It would be so wicked to have that look for our kerbals working out in the field on Kerbin or Laythe. Pic for reference.
  8. Roger that. I was able to fiddle with the values that seemed to pertain to waves. I'm not quite satisfied yet but now I know I can fix it.
  9. Are you asking about using some kind of arm to dock a craft? Soyuz -> ISS for example, you would need the arm in space, depends how you'd like to do it. Say your arm is connected to the station, with a grapple node on the end to grab modules. You can connect multiple nodes across crafts, called Multi-Docking when referring to docking ports. Knowing this, you can simply use the arm to maneuver into docking position, and either dock it before releasing the grapple, or release it with 0 velocity near the port and push the station forwards to dock.
  10. Is there a way to turn off/scale back the water choppiness? It's a little too dramatic, feels like it's a storm at all times.
  11. I just want to thank this mod for fixing an age old problem. You recover some things from the surface, and upon clicking the last one you have no input to access buildings, etc. No longer!! Clicking the CTB icon frees it back up, no more corrupted saves! *happy astronaut noises*
  12. That is so good to know. I can make some good changes to some crafts, now. God bless the mod teams. This has got me thinking, does % scale directly correspond to part performance? For example does a 200% engine put out 200% thrust? Or is it more complicated? I see you were testing different scale RTGs.. I've always assumed this but clearly my assumptions go out of date.
  13. I was under the impression when you scaled wheels you only affected the collider size and not the mechanics of the wheel. I guess it's less simple than that lol.
  14. I am using the version compiled for 1.7+ and it is working nominally. (still the bugs affecting scaled parts when returning to the craft) My 1.11 install is a little messy but everything is working.
  15. You were right! All I had to do was track down the name of the Monitor I wanted to replace it with and change out just the prop = X. Easy as beans. It did send me down rabbit hole looking for some kind directory of ASET parts and their names. Did I skip over it somewhere? Just came across indication that there is an in progress documentation; very cool. I also realize I'm silly and can find what I need in the file structure.
  16. Seems to be working very well on 1.11 for me. OPT crafts are looking nice, makes me miss the old IVAs. Thank you so much for your efforts keeping this going, it's easily one of my favourite add ons. How difficult is it to, for example, change 1 RPM-style screen to the upgraded version? One type of screen prop allows the cameras to pitch/tilt/yaw etc and have a wider FOV. I'm wondering if Part Tools is all one would need to make that change.
  17. I, too, have issues with the engines. Interestingly, they seem to want to be paired up. By this I mean even if I add individual engines on each side and configure them appropriately, they still want to join up as symmetrical. Example: Upon re-entering a scene with the Omicron having been left in working order, one of the pair of VTOL will be flipped upside down as if it never received Right/Left mode, and as if it is in symmetry with the other even though it never was. AFAIK I am on the most recent version as I have only just started to use it. I will re-verify this to be true and a lack of further reply will be confirmation of this. tl;dr engines borked for me on latest version
  18. I adore this mod and I thank all the support it has received. I cannot figure out, however, what causes this bug that makes some parts explode when trying to either attach them to the surface, or simply place them on (or directly above) the surface. In 1.11 there is now a new bug that won't allow a kerbal to move a part from one place on the surface to another. You attempt the action and it behaves like normal but the part jumps back to it's origin. I'm not very savvy with proper bug reporting but I'm wondering how I could help / if anyone else has encountered these bugs and found a fix/workaround. Cheers~
  19. Guys this works fine for 1.11. The only issue is going to be some parts needing new configs, and a few parts seem broken from the new inventory. But it won't break your game. Therefore it's not this thread you should watch but the TURD threads.
  20. I hope things are okay with you, dear modder. Disappearing December 2019 just makes me nervous... Fly safe, comrade.
  21. Obligatory I love this mod. It's beautiful and functions as intended! The new additions work swimmingly, and I love the thruster effects on the new control blocks. I have spent way too much time attempting full reuse with the MK4 BFS. I have decided it's impossible no matter how I go about it. The closest I came was using tri docks inside the probe core, and KAS cables as struts. They must be manually removed in high atmosphere to work, and praying to the Kraken only goes so far when you're connecting the ship off center via the docking ports. And going about this without Vessel Mover is a no go because it's so finicky. All this to say, is it possible to add a docking module to the probe core akin to the Engine Shroud so you can simply clip them back together for re-flight?
  22. Right right. I would have brought those to show the class but had to reinstall anyway. I'm now on 1.10 and the new tweakscale build is going swimmingly. Thanks again ♥ If I have any issues I'll bring more data next time.
  23. holy moly there are some wicked things going on here.. I just came to see if the fork still worked for 1.10 but I find such neat new features D:
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