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chris-kerbal

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Everything posted by chris-kerbal

  1. Not sure, but I don't think the intention of the KAS parts was to reinforce joints or keep crafts from wobbling. The telescopic joints were more for towing things like a trailer?!
  2. Look in the module manager cache as well: You can also check the module manager cache file in the GameData Folder and search for the part. There you'll see the final config and should see the text of the patch
  3. So do you have the waterfall GUI in the game activated? Open that up and see if it shows effects. You can also check the module manager cache file in the GameData Folder and search for the part. There you'll see the final config and should see the parts of the patch
  4. Then check the module manager log in the logs directory. There you should find a line in which the patch file was applied or rejected. If it is missing overall, you might have a syntax or file placing issue.
  5. So part modules sounds like modding will still be possible like with KSP? Not a modder myself, but loving them for all the hard work they put in and the gaming opportunities they created. Maybe a show and tell how modding in KSP2 works and what you can "reuse" of old mods would be nice?
  6. Yes. You can use the camera mast from benjee with neptune camera and when using hullcam with this patch @PART[ht2_cameraMast]:NEEDS[HabTech2|HullcamVDSContinued] { MODULE { name = MuMechModuleHullCameraZoom cameraName = #autoLOC_HULL_PM_012 //KerbPro cameraTransformName = camera cameraForward = 0, 0, 0 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.0, 0.0 cameraFoVMax = 40 cameraFoVMin = 10 } }
  7. Ok, solutions for 100 please: Just needed to add cameraTransformName matching to the Neptune camera and it works. :-)
  8. I actually manage to add the camera module to other parts and figured that I can move the position within the part in the config. Is there a way to attach the camera to a transformation or specific piece of the part, so if that piece is movable the camera would move with it? Sort of steering like a surveillance camera? Trying to put the camera in the following part and have it moveable/turnable with the light: https://github.com/benjee10/HabTech2/blob/master/GameData/HabTech2/Parts/Greebles/ht2_cameraMast.cfg
  9. When you write "not compatible with Habtech", it does mean, that it won't dock to the APAS ports (which I would expect) or that it is sized completely different? I would guess I would put this on the PMA of Habtech, similar as it is done on the real ISS?!
  10. I wouldn't know of any, but had issues with the Fuji engine, being wobbly for me. Which Engines are you using?
  11. Tested the SGANT boom with the robotics. Even when locking it, it will always swing around and change position (pretty normal for robotics parts). Maybe it would be better to just have it as a regular animation without robotics?
  12. Yes, probably. my reDIRECT tank looks the same. I am not sure what you mean with that? The different Shuttly types, e.g., names are all configurable in the VAB. reDIRECT is another mod from benjee that you need to install like SOCK. Conformal decals as well another mod, however there you can use .png files in the flags folder for the decal or install a decals pack. Regarding TUFX, this does not change specifically the shuttle, but the overall lighting and look of the rendering in KSP. For that you either have to configure your own setup in the game and save it or use a .cfg file from someone else (that you just copy into the GameData folder). Probably best then to look at the discussions in the TUFX thread. Some people even post their TUFX profile in the signature. However there is not one stop shop to get the same result other than from the person who did the screenshot. There might be other mods or configurations included to get the look. Overall it is a lot of tinkering and testing.
  13. There is a new version in the shared_Assets of Benjee (which is a dependency of Habtech2): https://github.com/benjee10/Benjee10_sharedAssets I think the old one is in there as well, but probably you need to activate the config
  14. It works with the standard Kerbalism config already pretty good. I created a shuttle and orion config, so resources on board are more realistic.
  15. I think this is partly done in the current master on github, so will be likely in the next release. I have seen a few people already playing with the new parts. You could give it a try as well.
  16. Doing the docking always manually, I can only add to this: be slow and avoid big movements. The shuttle is quite slow in reacting, hence it takes time. Also use some proper indicator mod, like or to keep the shuttle aligned As always: The better you can do it manual, the easier the use of automated systems is for you.
  17. Just had one thought to the Z1: As I understood you are using the inventory upgrade thing for the IROSA, would that be something for the SGANT antennas as well? Z1 in the beginning didn't ave these and was carrying the solar truss, hence flexible upgrade would be great here for the ones that play the historic missions of the ISS.
  18. Thanks for that explanation and fully makes sense. Performance is either way quite a thing with the big stations. So do not want to make it worse. :-D Anything besides searching for the fitting meshes is probably beyond me... was my first time using blender ;-D
  19. Awesome work for sure! Happy to see some new parts. One thing I noticed when playing with textures unlimited and the old version. Apparently some material differences (e.g., thermal stuff on trusses backside, quest airlock... ) you did with textures not on their own mesh. Hence hard to exclude them from textures unlimited. So just a kind request - if it is not too troubling - to look out for that. ;-)
  20. So regarding the fabric look of certain modules. @lemon cup and I figured out, that this is a feature of the new versions Beale is working on. so the v24.0 release DOES NOT include this. You'll need to download current working zip from github. Just to prevent anyones confusion on that. ;-D
  21. Playing Kerbalism and always had issues with the Progress to properly supply my ISS. So I sat down and wrote a MM patch for Kerbalism, trying to mimic the payload as much as possible. It is working for me in Stock Kerbalism, as well as JNSQ Kerbalism. Just the dry mass payload above food you need to add. (and yes, did the same for the Knes ATV... ;-)) Gas tanks are duplicated, to allow Nitrogen or Oxygen. There might be better options, happy on feedback to learn. Leaving it here, for anyone interested.
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