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Kreuzung

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Everything posted by Kreuzung

  1. About the engines, Ion Engine will also only have a right-click menu in the next version - it was the last step in getting away from the MuMechLib dependency and also doesn't spam your screen with an extra GUI. RCS blocks are currently not possible, but I've heard about that multiple times, if someone really needs it, he or she cann suggest it in my thread
  2. So, week is over, generator part module almost killed me (and still doesn't work), source code is stolen... fail. I'll try to get it out this week then, but I might delay it even further, as it contains some unifinished stuff I need some help with.
  3. You can still use the old one, probably even at the same time.
  4. No, I actually want my command station to orbit Kerbin. Maybe make it require more crew (evtl. depending on it's task)? On heavier? (depending on it's task as in heavier ship = more noobs needed or so)
  5. @Alchemist, you can have passive code in void Update() and void FixedUpdate() (it's not an override, just define them yourself and they will be called). Note that they are also called in the VAB, I always use if(!HighLogic.LoadedSceneIsFlight) return; to prevent that.
  6. There was a new part format in .15, and old ones still work. KSP devs actually care much about modding and mod compatibility.
  7. Looks great! What's this part's purpose, I assume it's a fuel tank, but it looks like it has a similar size as the stock ones, and it seems like there are no parts that have a stock equivalent in the existing pack, so it might be something special?
  8. Contact me if you need help, I own the VB parts (though I didn't make them), and I maintain the Dynasat mod, so I can change these directly. I also have contact to kockaspiton and the whole MMI team.
  9. Select the spherical MechJeb pod, turn camera so that you look exacly down on it, then you can place the fuel tank in the middle, after that select engines, go to 4x symmetry, attach them, then do the same with the legs. If it doesn't work, attach it to a wrong node, then try to add legs or engines first, if it works attaching the tank right should become easier.
  10. Both l00 and I have been working on more options for energy in KSP independently, I'm just finishing my generator/reactor part module, making everything consume energy will probably come with the next EPS version by l00.
  11. go to your pluginData\isa_mapsat folder, then type the same as you whould do in a batch file (batch files are just scripts made with console commands).
  12. If you don't know how to use the console, just make a text file file with content isa_mapgen.exe [arguments] save in plugindata\isa_mapsat with file extension .bat and double-click it.
  13. Didn't think you could call cleverbot a bot without ending in a flame war... User: Hi. Cleverbot: How are you? User: Fine, and you? Cleverbot: Oh, alright. Pretty tired. User: I heard that you don't like to be called a bot. Is that true? Cleverbot: Yes, should I be ashamed? User: No, you can't tell a human that you're not a bot because it's obvious that you are. Cleverbot: Yes I can. User: But nobody believes it then, why can't you just be honest? Cleverbot: You honestly do not think I am what? User: I don't think that you're human. Cleverbot: What do you think I am? User: A bot, what else? Cleverbot: Nothing, just that. User: OK, so then you agree that you aren't human? Cleverbot: Yes. You say the true. I am not human.
  14. Sounds cool. It whould also be good if you could make it optionally transport spare parts for our spacedocks (already have a hacky idea how to).
  15. Will it have any plugin-based function or just be decorative?
  16. It's a mod made with the old flight pack, basically some of the structural pieces are rcs tanks that become very heavy if they empty, and there are rcs thrusters that use up rcs for diving down and regenerate rcs for coming up again.
  17. Seems that it lists my dynasat, but doesn't use it. Thinking further, it probably was just slightly out of the 250km range.
  18. AFAIK you can't import .mbm textures to any program, so you'd need the original files from the devs.
  19. Well, parts can probably have any size, but remember that they'll only be loaded if you come in a 2.5km range of them, so you might want them to have a size that prevents strange errors with that border (like you come in, part is loaded, is so large that you're in it's collider, insta-BOOM). Also remember that the assembly buildings have a limited size.
  20. *insert stupid soviet joke about the new software here*
  21. Coming out of energy is very hard in my opinion with solar panels bringing half the energy the engine consumes... Maybe we just need more energy-consuming stuff. BTW, does it still recognize the PowerSat and DynaSat?
  22. You should have 2 folders in parts that start with JAWRD_RailgunProjectile. If you have them, they should be directly before the railgun in the parts list (structural AFAIK), one is green, the other one white.
  23. I still use them a lot. I hope that you're only improving them with the new possibilites and adding new ones instead of throwing everything over, I really like how the pack works now.
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