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zer0Kerbal

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Everything posted by zer0Kerbal

  1. @Jup might have found a fix - add "distanceToCameraThreshold = 50" to the JPLAdvTransparentPods module in each Pod - Updated the .zip release concerning what images: marketing images of the part, parts in action, think auto ads, or product placement ads.
  2. nice hero shots! I've seen that issue as well. Does it also do this when there is only one pod in physics range? There is a comment about 'too much glass' can overwhelm JPLAdvancedTransparentPods, might be something to ask @JPLRepoabout since he is maintaining that mod. Do you have RPM or MAS installed? Issue is also that RPM is no longer being supported, and last version of KSP supported (iirc) is 1.6.1; New version is MAS - and I am looking for someone to take a crack at updating the (included) props/IVA's to MAS. I am wondering if @nli2work did all these parts - no - @nohark did the handrails, so I will update credits. The legs both seem to be working well with just ModuleAnimateGeneric; but will also try to update (try) to KSPWheel this coming week. Also am thinking of making a version of the Klaw as a Jr sized docking port? Patches will attempt to write and include are: KIS, CLS, and Tweakscale. Still, the pet Krakens in the pods are a nice touch.
  3. Want to know your CoL/CoM/CoT and other fun and useful things while in flight?
  4. v1.2.3.1 Hero Shots: tiny girders not included (part of Nuke Tiny Parts) 3 pods by nli2work 2 legs by nli2work 2 handrails by @nohark 1 MiniKlaw by nli2work
  5. fixing. Thank you. so : https://raw.githubusercontent.com/zer0Kerbal/UpgradesGUIExtended/master/GameData/UpgradesGUI/UpgradesGUI.version ?
  6. that was part of the intent - however, that feature doesn't seem to be working - however the GUI extensions work great (and show up in editor and R&D)
  7. My fault. missed several references when updating file structure. Uploading new release v1.2.3.1
  8. with permission, I have recompiled (with community assistance) and have released to Github,Spacedock and CKAN v1.5.0.2. Upgrades GUI - Extended Continuation of UpgradesUIExtensions by @Gotmachine, continued by *zer0Kerbal* with community support. This plugin is a collections of interface tweaks aimed at making the part/module upgrades feature introduced in 1.2 more user-friendly. Note that **the plugin doesn't add any upgrades**. If you want to have them in your game you need to download other mods that implement the upgrade feature. Changelog: + minor code updates to fix + v1.5.0.2 for KSP 1.7.3 - 12 Aug 2019 - updated file structure - moved Changelog out of Readme - Updated .version - .dll version 1.5.0.2 - released to Spacedock - released to CKAN
  9. Yep - the mod and parts are split. This is just the parts. Thank you for looking out. It was confusing to me at first as well, since I thought the mod was the .dll and didn't remember the glorious pods from @nli2work. Just got full permission to re-release. Probably, once I have some hero shots to show off the parts. Thank you and am glad was brought to my attention - these pods / parts are glorious! Just like @nli2work other work - like Orbital Utility Vehicle (OUT) now known as Orbital Tug - which @linuxgurugamer and the community worked on to bring back to life. Hence the rename to 'Transparent Pods Repressurized", hopefully that will clear up some of the justified confusion.
  10. This pack includes: (as of 0.2) 3-Man Lander Can 4-Man Capsule Several sets of large landing legs (the "medium" set will handle Mainsails, and the "large" works with Mammoths). Large radial and stackable parachutes Long static ladders Very long deployable ladders Service bays / rover garages. and two more landing legs here:
  11. v1.2.3.0 - pre-release Transparent Pods Repressurized Formerly known as Transparent Command Pods Updated all parts to 1.7.3 Kindly review - and am looking for hero screenshot(s) for the release. Have asked nli2work for permission to release, although license permits; since nli2work hasn't been on the forums since 13 Apr 17 will wait a reasonable amount of time for a response out of courtesy and respect. Plan is to release onto Spacedock and CKAN shortly.
  12. Oh, and another favorite is the helical antenna from BDB (F21 Helical Antenna)
  13. having an issue with MM: using -mm-dump command line switch, MM creates file structure "_MMCfgOutput" like it should, but no part.cfg's show up and here is the error message (one of many) from KSP.log:
  14. agree - always declare - but reserve :FOR[mod] for the mod. I always declare (at least do now) a :FOR[] so it is firmly placed where I want it - rather than floating in the ubiquitous legacy or :FINAL. On a side note, someday am hoping that MM will provide a timing feature / performance debug - outputs how long each section took, and how long each mod took - help us mad tweakers squeeze performance out.
  15. That looks like it took some effort and time, thank you.
  16. thank you. adjusted the orientation, and the size (some were set to size 2 nodes, set all to 1) don't know if I can do anything about the in-flight visuals, but these issues might have been worked out with newer game versions, and updated JPLAdvTransparentPods mod. I have found the license for this, and am attempting to contact @nli2work to ask permission. updating the part.cfg's to include current game features, and trying to see if there are any animations/lights that can be accessed that aren't currently showing (so far not seeing any - lights seem to only be able to be turned off through IVA). landing gear will take the most time - am trying see if converting to module animategeneric will work, but will try to do a straight conversion.
  17. agree - but do use :FOR[xxx] - so TweakScale uses :FOR[Tweakscale] and others use something else. better to be specific rather than be vague. vague is Kraken food (see current Tweakscale insanity)
  18. as am I - not a high priority, maybe if requested (allot) will do - found a great little mod that allows for 4 or more modes on a single engine - but that is for the possible future.
  19. short range operation yes, but a tug for intrasolar operation? say from Kerbin to Mun? or further. Am currently too busy to do such, but just thoughts. and you were saying about making sense.
  20. Agree - In my opinion - using :FOR[] should be considered best practices. In fact (lots of work for this) the patches should be evolved to using :NEEDS[] as well - *gets to work adding :NEEDS[] to all Tweakscale patches*
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