Don0303
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Everything posted by Don0303
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woah! these are looking amazing! v excited for this
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
can try and find the craft file I used, if you want it to look like the one in the pictures you'll need the ORANGES and SOCK mods -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
not sure if enough is going on to make a discord server just yet, what kind of craft file would you be looking for? -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
UPD8 0.4.2: Horizontal Gym added a large gym for low/no gravity exercise! It's mostly used for freeiva fun, but some compatibility for training mods is on the way!- 149 replies
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
UPD8 0.4.1: horizontal Dock! adding a much-needed minor part to help me get back into the swing of things- 149 replies
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the prop NF_RAIL_Ladder_Rung should work as a FreeIVA ladder, just need to place it and the mod will take care of the rest
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does the current version on GitHub have the issue? i think id need to have a look in-game to see what could be causing it
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is there a hatch on both parts or just on the other part?
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actually i should clarify the HatchConfig isnt always necessary, FreeIVA is able to assign hatches to nodes automatically, but using HatchConfig allows you to create some custom behaviours if you're doing anything more complex than having a hatch in the exact same place as a node
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basically, you just need to add the hatch prop that comes with Freeiva, give it a HatchConfig module in the cfg, and then it will automatically create a tube to whatever it's connected to. beyond that id need to see more specifics about what you have and what you want to help out more
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this is such a simple and brilliant mod, great work!
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glad to hear! if you get really stuck the guy who makes FreeIVA is really helpful and helped me a ton as well
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anything specific youre having issues with? ive plenty of experience with making stuff for freeIVA and would love to help!
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i think good practice is to make a generic base, then fill it with props based on what you want the module to be for, possibly using an IVA switching plugin to allow for one part to serve multiple purposes. seems the proposed layout is 2 floors separated at the top of the airlock doorframe, though maybe having the second floor as a mezzanine on some variants could help with style, variety, and fitting large props
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oh i LOVE this! If you are looking to add IVAs id be happy to give some tips!
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
glad to see more people are finding this mod still! i hope you enjoy it! brilliant! -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
1.85 is another thing that wil probably be left until far down the line, I had attempted it but couldn't get hab elements to fit in a reasonable way, but its still an eventual goal. I'm so glad that this mod is giving people such a good experience -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
im glad youre liking the mod! i am still developing this mod, but I don't have very much free time at the moment so it's relatively slow going. i did consider skylab-style floors as I do love the look of skylab as a whole, but I have decided against it for 2 main reasons: the transparent trusses look weird when stacked, and look really bad on the bottom/top of tanks as they just go out into open space conceptually the habs are all inflated rigid airmat sections stored in the converter, as was the original plan for the External Tank Station. it may still be something I consider in future with alternative habs, but that would be a while away -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
ive had some people offer to assist with this, so its somewhat in the works, but if the people in the kerbalism thread are able to add it, that would be great, as it is not something I'm super familiar with -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
ok lots to look at here so let's go 1: I'm glad u like the mod! honestly without people like you, this never would've left the early concept stage, I'm very glad people are liking it 2: I do actually have habtech props, but I avoided using them to try and avoid as many dependencies as possible, I am in the process of rethinking this 3: part switches are something I have quite a bit of trouble getting right, as are docking ports, most of whats in the mod so far has been added either with help or with heavy reference to how other modders have approached doing it, but I really do like this idea and want to give it a try because full compatibility with habtech and similar mods would be the dream 4: this z-fight has bugged me for a while too, from what I can tell the issue is with the ET model as the adapter is lined up right on other parts, but I will take another look into getting it sorted 5: I have 0 ability when it comes to making or modifying textures, so far all textures used in this mod have been Creative Commons assets from other mods used with attribution, to make a change like this I would need to find someone willing to join me in developing this mod, ideally id like this mod to eventually have all original textures -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
hey guys promise im still alive, work on this has sadly slowed due to irl stuff, but getting ready to spin back up as long as there's still interest! -
some details pls
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
i love this station! its exactly the kind of thing I hoped would be made with this mod! i will say again that the top adapter should allow you to connect regular habs directly, so if this part isn't working please let me know I've thought a lot about using revIVA, but the main issue is it wouldn't work with fuel tanks from other mods, and as you said it reduces customizability, I want to make sure that the mod is as versatile as possible -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
thanks for the input! 1. in the works! will likely be a walkway 2. there is an adapter part in the newest update that is designed to do this, due to the design of the mod it is not possible on standard parts 3. this is a brilliant idea and I'm definitely on it if you want to help I'm always interested in ideas for new habs, especially ones that people have a layout in mind for! even kind comments like this one help me stay motivated to continue work on the mod! -
[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Don0303 replied to Don0303's topic in KSP1 Mod Development
a radially attached version would have to be placed in exactly the right spot, and wouldn't work with freeiva, inline ones could work but to my knowledge there's no standard size for spherical tanks so it would only work on whatever tanks I based it on