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Mecripp

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Everything posted by Mecripp

  1. If anyone needs, I could write a patch for the nodes and just thought couldn't you have any of the parts be a docking port ?
  2. It was my bad, I get cranky if, I haven't had a pot of coffee and it was getting close time to make anther pot to me your not cheating unless you feel like it and, I misread his comment my bad Fraz86.
  3. There a new update ? or fixing to be
  4. Do you really think they controlled the Mar's Rover all the way to Mar's ? EDIT- This was the biggest problem with RT and this mod lets you pick but just because you don't have a comm link doesn't mean it's just stopped in KSP there is no way to program all the commands unless you use something like KOS and spend alot of your time writing the scrip. But just like real life some one wrote the scrip the the Mar's Rover went on can only remember 2 times the sent commands to it and that was after it landed. But sure they have sent more by now.
  5. You have JSI installed ? or porkjets plugin installed ? Edit- For the one rover to show thats in homes2 the install path is ksp/gamedata/BobCatind/home and you will have ksp/gamedata/BobCatind/home2
  6. Do you also have JSI PartUtilities installed that was a problem, I was having and changed JSI PartUtilities back to a older Ver. and it stopped.
  7. And bad things happen if you use a part with ModuleAnimateGeneric on it
  8. Not all of care to use far and thats all you hear from alot is ( does this work in FAR ).
  9. They need to rescale the kerbal to the parts so the kerbal not the same size has a pod.
  10. Please post a Pic Movado sounds like and don't mean this in a bad way but sounds like you put it together wrong. EDIT- I can build the rover no problem drive it around no problem but there must be alot of bugs in PartUtilities this is what happens when you deploy the ladder or wheels
  11. It did the last time, I played around with it and why not build in the hanger and take it for a test drive before launch ? EDIT- And there was anther thread for some of bobcats rovers that where more up to date.
  12. How could you fit 2 kerbals in a size1 pod ? lol to me this is the biggest problem with ksp the parts are to small to the size of the kerbal is there way to make them smaller ? EDIT- looks like we see that the same way and that's like RSS or RO scaling the rocket to what the planet ? The kerbal is still to big alot of engines a human could stand in the bell but in KSP the kerbal is the same or bigger then the engine and about the same size has a pod.
  13. Is anyone else having a problem where you have a part with ModuleAnimateGeneric on it and also have the KIS container on the same part if you toggle the part with ModuleAnimateGeneric on it the craft it was a rover but it flips over and comes apart there isn't anything showing in debug screen ? EDIT- Ok found it's JSI PartUtilities doing this just to let you know.
  14. In short how far your sat is looking around the corner not just a strait line.
  15. That would be hard to say IMO what does you cfg look like ?
  16. Is there a way to make a airship like this http://www.space.com/28081-nasa-vision-for-venus-havoc-airships-video.html
  17. If you want to use FS texture switching you might look at how blackheart did it here http://forum.kerbalspaceprogram.com/threads/68892-0-23-StretchySRB-Texture-Pack-KW-Procedural-Fairings-March18
  18. You might check Procedural Parts http://forum.kerbalspaceprogram.com/threads/106975-0-90-Procedural-Parts-Parts-the-way-you-want-em-v1-0-Jan-11
  19. Here is some node fix patch and rescale 2 parts for TaurusHCV https://dl.dropboxusercontent.com/u/72893034/help/TaurusHCV_Rescale_Patch.cfg.zip and there is a cfg that needs edited it in ksp/gamedata/AerojetKerbodyne/Parts/TaurusExtras you will see AerojetTaurusUmbilicalMM.cfg this file needs edited, It needs to look like @PART[TaurusHCV] { MODEL { model = RSCapsuledyne/Parts/TaurusHCV/model scale = 1, 1, 1 } MODEL { model = AerojetKerbodyne/Parts/ESA/UmbilicalPort scale = 1, 1, 1 } MODULE { name = FSanimateGeneric animationName = ToggleUmbilical startEventGUIName = Install Umbilical Port endEventGUIName = Remove Umbilical Port toggleActionName = Toggle Umbilical Port customAnimationSpeed = 10 moduleID = 0 availableInEVA = false availableInVessel = false startDeployed = false playAnimationOnEditorSpawn = false } }
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