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Hohmannson

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Everything posted by Hohmannson

  1. https://spacedock.info/mod/415/DIRECT Launch Vehicles https://spacedock.info/mod/1507/Recycled Parts Just in case you don't have Restock, those will fit
  2. add FlattenOcean { oceanRadius = 1 order = 9999992 enabled = True name = No_water } in Mods{} node in Mars.cfg and there will be no negative elevations at all. Make sure your rovers arent there before adding this.
  3. it's Vapor Vent. There is a CFG parameter to make it smoke all the time, not only in PreLaunch
  4. It won't, that's how ballast mods work. A converter that turns some light resource into heavier resource. Or, in case of B9PartSwitch, just a PAW switch that changes mass. Looks like it's the best solution
  5. Looks very like kerbal ЛКС, great thing! The first nuance i already see - there can be only one control surface per part, so you'll need them as separate parts
  6. Yes. I mean, if a mod(like switcher of SSPXR, switches white - metal) uses B9PS for its own texture switch, stock variants-based universal tinting patch will apply okish to it, without UI bloat or breaking the part. Porkalike-looking parts mostly look good. There is no point in including it in Tantares, just wanted to say that transition of part switches to B9PS will open some new opportunities.
  7. B9PS is better than stock variants in any application possible and switching to it will allow a colortint patch to run(will be possible to paint your white variant to some unusual colors without additional textures, Electrocutor made a thread about this). So, yeah, go ahead!
  8. Thanks for the announcement, a wonderful mod!
  9. Infernal Robotics Next features such struts, look like generic struts with "ModuleIRActiveStrutRemover". They disappear when they are moving and reappear when the moving stops, afaik. Not sure if this will work with stock robotics.
  10. Just updated, great thing! By the way, what kind of green(from Restock color palette which is on Restock github) do you use for Soyuz/Progress/Salyut/etc? Or just a hex number. Thanks in advance!
  11. Those gliders look good and, after tricky elevons attachment, fly very good, thank you! I think it's the only mod with ablated single part spaceplanes, lol, it's really a thing. I heard you were questioning future of that parts. It seems they need only removal of non-functional elevons and maybe attachment nodes for resized(stretched by MODEL{}) stock control surfaces, colors match.
  12. Contares Core(needs USI Tools for floaters to work)
  13. Ven's stock revamp, Making Alternate History, Tantares(special legs without suspension), The Martian, Duna Direct, Kerbal Reusability Expansion + all above
  14. It's experimental because it lacks support for comets and new Jool textures. Take it here. The work never stops.
  15. Partially. Kerbal ballast system is broken because of 1.11 changes, otherwise seems normal
  16. You already have Simple Construction. But i think you are asking about Kerbal Konstructs. Keep in mind that it's OK to place statics with it, but its launchpads are not guaranteed to work on ther planets. And it's not quite realistic because you don't need resources to build them. Also i'd recommend you OSE Workshop to produce single parts, it is needed in some cases.
  17. You need to be very sure you downloaded: KopernicusBE_1110_Release58.zip
  18. I'd bet they are now clipped into KSC2 VAB, standing at exactly same game coordinates as the VAB. I was playing GEP and launchpad was clipped into VAB too, spawn point was on the roof of it. It's kind of bad interaction between KK and Kopernicus. Keep in mind KK was not updated since 1.8 and Tahiwha is doing something, but hadn't updated it yet.
  19. Find Trajectories110.bin in Trajectories/Plugin, make a copy of it and rename to Trajectories111.bin. It is unsupported, and may miscalculate things for ultra-light crafts due to 1.11 specific changes to crewed parts. But it seems to work.
  20. Any thoughts on Waterfall mesh-driven plumes scaling? It adds a partmodule with properties including size and position of the plume, but I failed to scale them by writing the scaleexponents patch. No rush, just asking.
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