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bcink

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Everything posted by bcink

  1. Thank you very much for your kind words! Very glad you are enjoying the mods. I've tried to make some cool things that just seemed to be missing from the game for whatever reason. I certainly plan on getting back into the mods once I finish being on this hiatus. Probably not too much longer, in terms of some weeks or a couple months max. :} Thanks again!!!
  2. I'm sorry - I've gotten way too preoccupied with other stuff and wouldn't be able to devote proper time to Kerbal mods so I 've just put it on the back-burner all together. I've got the e-mail alerts going for any forum posts here. Let me propose to my woman in a couple weeks and I'll re-evaluate the mod agenda Good looking out thanks!
  3. It's possible. I think the thing is a little massive for water landings though.
  4. **EDIT 2** Yeah, so even though it's got correct fuel levels, and even though when both stages are using fuel at a normal rate, I'm finding that the thrust of those engines (both first and second stage) are extremely low; insufficient to lift it off the ground. If I switch engines around with stock or mod, they work fine, but the mod-included engines just seem low powered. I know for a fact I *don't* have a mod that changes that variable. So, not sure what's causing that. Are you using B9 for part switching? There is known breaking issues with that part switch mod, see post below (maybe other part switchers cause issues as well? It's the ISRU patch which allows conversion of "Carbon Dioxide" to "LiquidFuel" and "LiquidHydrogen" >>> The fuel types used on the craft will change to Liquid Fuel and Liquid Hydrogen when Community Resource Pack is installed.
  5. You are definitely experiencing mod incompatibility. There are multiple fuel definitions happening. For expected use, please follow the compatibility list. I can only support so many mods. If you find which mod outside my list is causing problems I can try and investigate. Thanks Also for IVA, install near future props. Thanks
  6. Thanks!!! My understanding is that they are filled with Martian sand for radiation protection. Thanks!! I got involved in an extravagant new PC build. A few more weeks are needed to finish it and I'll be back on this full time.
  7. Incorrect - please check the WIP page
  8. Thanks Kerbals are vastly larger than most things in their physical world - If we go vs Kerbal size, the airlock door would take up a third of the hab, lol.
  9. Starting to pick this up again. Still have a long way to go but things are working so far:
  10. Curious.... I have to believe it's an incompatibility with at least one of the installed mods. The compatibility list for this one isn't that large. If you can revert to using only the mods on the compatible list I'm pretty certain the issue will not be present. It might be tough to pinpoint which of these is causing the issue.
  11. Sorry, I can't quite tell from the staging exactly what's happening there. It looked like there is no decoupler between the top fuel tank and the heatshield, but I'm not sure about the parts being used their either. Does this still happen with your setup when you use a stock decoupler beneath the heatshield?
  12. You need a decoupler below the heatshield. The heatshield only decouples on the top. There is no decoupler on the bottom.
  13. Thank you very much for the kind remarks! Vehicle rotation bug has been noted - I believe this is a Unity glitch - but my model is rotated 90 off an empty transform so I will resolve this in the next update. Please see below video for Elysium Space Stairs placement:
  14. I believe they fill it with Martian sand post-arrival. No real way to animate it better I don't think.
  15. Alrighty: Updated original texture: Original textured deep-space variant: New texture deep-space variant: Re-textured original:
  16. Cool, thanks! Will have to investigate this. Hahaha nice! I can do that. I'll try and get B9PS compatibility squared away in the next update. KRV Re-texture:
  17. Curious. No - I have not heard about that yet. Thanks. Will need to investigate - though I don't know that there is anything I will be able to do about it. It really seems the game is not designed to have one part function as all 3x: opening nose cone, docking port, parachute. I can hardly believe I got it to working condition as is. Open to suggestions on this one as well.
  18. @CobaltWolf may be right and it might not be worth it depending on how well it works or not. Will need to investigate. Would be very surprised if it surpasses what textures unlimited does and for a new update it would really need to be worth it. Have you tested the effect with textures unlimited?
  19. I don't disagree. I'll search for some sort of a solution for: "Nosecone -- <Stage> (nosecone opens)+(parachutes deploy)" with ability to still close the nosecone afterwards. Don't know if it's possible. For now it must be treated as a shielded docking port. Could just be the deployment altitude. Full deploy is at 1000. Thanks I will see if there are any possibilities for the drag cube. I am noob on that aspect for now. I think a precise drag cube is the only way to avoid the chute-jerk.
  20. I haven't encountered any of the issues described here under any circumstances, though I was making sure to "open" the nosecone before deploying the chutes. Maybe that has an effect?
  21. Very cool. Thanks! @Tyko - A pretty hefty request there unfortunately as the model wasn't really UV unwrapped with that in mind and was quite awkward as it is. It would require trashing the entire main existing UV unwrap... and really just re-texturing the entire thing.... at double the resolution because it's nicer But I like the idea, so sure Still need to finish some parts on it and re-create the heatshield variant, but I think I will do another heatshield variant as well per request of @Drakenex And... I seem to have changed my mind, @MaverickSawyer @Cheesecake It's going to be a hefty undertaking. The thing apparently has some padding that is compressed on top and it all expands out over the top in some fashion, so I'll be doing that. It also gets to dock to other habs so I'll need to implement that. There will also be numerous other things not announced at this time.
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