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Zorg

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Everything posted by Zorg

  1. Looks like the patch works Although it may be a good idea to restrict it so it doesnt run when KIS is installed in order to avoid dual inventories (Stock and KIS together)
  2. Agreed its always better to patch such things with MM so that they arent overwritten by mod updates. Since BDB already has KIS inventory compatibility in the main distribution I think it would be worthwhile to have such a patch in the main folder instead of extras. I havent had a chance to test it yet ( I can do so tomorrow) but I think this would work. You need to save this inside a text file ending with .cfg and place somewhere in your game data folder. If you want to try it out.
  3. Haha awesome pics! I'll be honest, the thought did cross my mind as soon as Cobalt mentioned it but I was too pre-occupied being productive. I guess in the BDB timeline Boeing (via McDonnel Douglas) lost to Alliant
  4. Couldn't let a prompt like that go unanswered! Gem 46s and UA1205 to start with. 1205 is a little long but close enough for now reStock+ extended oscar tank and Lr101 verniers Main difference from your suggestion is using a Peacekeepr Post Boost Vehicle for the 4th as I felt the transtage was a bit big. The PBV might be too small though.
  5. When CobaltWolf started on the SRMUs I wasn't THAT invested as I had gotten very fond of the amazing looking revamped UA120 series, I thought the SRMUs would look a bit boring in comparison. I was wrong of course, the SRMUs look so crisp! And with the full set now in the dev branch plenty of fun to be had. I call this launch vehicle "Omeg-huH?" Additionally they are a very nice drop in replacement for the UA1207s on multibody Saturns. I think the cleaner look of the SRMUs match Saturn better.
  6. Modular Launch Pads (be sure to grab AlphaDev branch on the github. Theres only a handful of parts on the earlier one, AlphaDev has all the good stuff).
  7. Here you go: You just need to add the path to any model you want to affect where I added the Centaur tank. You can add as many models as you want there, you dont need to create a new node for each new model. For what its worth I did try it on the Apollo capsule but didn't care for the result.
  8. This variant is from the unreleased pack he made a little while back but Drakenex mentioned he wants to redo them with proper normals before releasing publicly.
  9. I did it using a custom Textures Unlimited config. Since Textures unlimited applies its reflection on a per model basis, I: 1) made a copy of the Centaur D1 tank model in a personal folder, 2) created a +PART config copy of the original D1 tank, but changed the model path to the copied one. 3) Applied the TU reflection config to the copied model This way I have the Original Centaur D1 as well as a bare metal Centaur D1-T. An alternative might be to stack a bunch of the smaller 1.875m tanks meant for the lower part of the Centaur G/T if you didnt want to muck about with all this. Its what I used to do. It wont be reflective but it will have the bare metal look.
  10. Of course super chuffed about having the new Titan IV stuff in game but equally excited for the gold paint for Titan III-E (at least some III-Es have used a gold-ish paint though the scheme is different from Titan IV) Star 37 doing final kick for the Voyager (courtesy of Coatl Probes Plus)
  11. I dont know enough to tell you precisely how it does it but ScanSat generates its maps based on the terrain and biome map files of the planet you're scanning. In other words it works with planet packs and non stock bodies. I am using it with JNSQ right now and it works great! As an aside, there is a small issue with the version of Rational Resources bundled with JNSQ's current release where some resources are not showing up in ScanSat resource scanning (terrain and biome mapping is fine). If you want to get going right now you may want to grab the separate update of rational resources. https://github.com/JadeOfMaar/RationalResources/releases
  12. I dont know what the issue is in that log file but Smokescreen is not required for plume party to work. Plume party just provides a set of particle effects and is typically used to build nicer stock plumes. A few mods like BDB (dev) and Tundra use RealPlumes/Smokescreen to build expanding plumes using plume party particles but thats not the case in reDirect.
  13. You've already found the issue You're not supposed to use SVE with JNSQ. SVE is a set of visual enhancements for the actual stock system. JNSQ although it has the bodies with the same names (hence the conflict), it essentially deletes the stock system and replaces it with a brand new one at a larger scale. JNSQ comes with its own visuals and you only need install plain basic EVE in order to activate those.
  14. Yup its an amazing looking shuttle for sure! Its the Shuttle Orbiter Construction Kit (SOCK) from Benjee10, the developer of reDirect. SOCK is currently WIP but close to the first full release (dev thread linked below). It also doesnt come with the ET and boosters, that has to be grabbed from reDirect.
  15. Yes BDB works and so does Tantares in colours. However Tantares in colours patches the old Soyuz parts so it doesnt apply alternative textures to the newest Soyuz parts. Drakenex will probably update Tantares in colours in the future. The other alternate skins for stuff like the space station parts, Proton etc all are fine.
  16. So those pictures are from when I was using 1.6.1, KS3P however is working for me right now in 1.7.1. The custom launch pads are from the "AlphaDev" development branch of Modular Launch Pads available on github. I built it using the shuttle launch pad parts and a few extra bits. Download link:
  17. EVE, Scaterrer, KS3P (custom config), Planetshine, Distant Object Enhancement (for dimming the skybox). This was Galileos Planet Pack so no additional visual pack needed as it comes with configs for Scaterrer and EVE and has high res textures. The config used for KS3P is by OrbitalPhoenix and you can get it from here:
  18. You may wish to post pictures or perhaps video of what you're doing. I've used all 3; the one with jettisionable sides, the deployable open one, the deployable enclosed one and never had a problem.
  19. Really quite well. Twin boar tweakscaled to 3.15m gives the right KSP scaled thrust. It's got pretty high TWR on the first stage but with the lower TWR on the second, flew beautifully in JNSQ Kerbin using mechjebs PVG guidance mode.
  20. When reDirect met reStock (twin boar and Jumbo tank tweakscaled to 3.15m)
  21. Just to add to what CobaltWolf said above, these specific towers are available in the "AlphaDev" branch of Modular Launch Pads on github.
  22. 3 guesses whats inside this shuttle... Absolutely love this thing! The only feedback I have is that the interstage could use a bit less decoupler force.
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