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Sethnizzle

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Everything posted by Sethnizzle

  1. http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes
  2. Whew... Throwing around a lot of analogies that don't really make sense, don't-cha think? This is a free MODIFICATION, not some software you are buying from your local Best Buy. Because it is a mod, I agree with ObsessedWithKSP, the end user is expected to have much more knowledge and be more computer literate than what it takes to just use an installation wizard from a professionally developed program.
  3. Start here, http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan Check the stickied threads and the sub-forums of the Add-on Development section.
  4. I used Blender for modeling, GIMP for texturing, and then you'll need Unity and the latest version of KSP Part Tools (which is a Unity plugin). The modding sections of the forums have threads with a plethora of information, and links for how to get started. Also, I've seen a couple strut/girder mods that have power/fuel lines that run through them (sorry I don't have a link).
  5. The lab allows you to clean the Mystery Goo and Materials Bay so that they can be used again.
  6. Great work DMagic. I agree with everyone in that if the SCANsat part is missing, the toolbar icon should be hidden. As for the buttons, I like a single button with a drop down menu. However if you wanted to make individual buttons I could easily just put them into a toolbar folder so it wouldn't bother me if you decided to do it that way. If possible you should work your magic on the Protractor mod, it is in need of some toolbar support.
  7. I haven't seen anything that does exactly what you want, but in addition to RasterPropMonitor, you might be interested in the ALCOR lander.
  8. English obviously isn't your first language, and I don't see where you're getting confused. Reading through my thread and the linked emissive tutorial thread should make it clear that the changes made in Unity 4.3 broke emissive animations for KSP/part tools. You can see that when DMagic suggested using Unity 4.2, It "magically" worked (no pun intended). It wasn't because I was doing it wrong in Unity as you might suggest, because the animation was working fine in Unity. The short answer, at the moment, is that if you are having problems with emissive textures/animations then you need to us Unity 4.2. I don't see how making a post that would make it easier on everyone who was following that thread at the time aware that the solution had been found is selfish at all. I'm curious, what could one even do on a forum that is really self serving anyways?... There isn't really anything to gain as I see it.
  9. It would help if you uploaded/posted your cfg files so we can see what you are doing.
  10. I've documented the headache I went through trying to get emissive textures working, feel free to read through it, but the solution is to use Unity 4.2. Thanks again DMagic.
  11. HAHA, That would be a site to see. lol. Thanks for that image (also my spelling was intentional, my attempt at a little humor). The game is fun, so mission accomplished. The point I was trying to make is that the new parts are the result of forward progress. They make complete sense in the career setting. If you want to argue that they don't make sense in sandbox mode, then you'd better get rid of the Mk1 Capsule, small battery pack and small solar panels, pretty much all the .625m parts, ect. Because, why would you use anything but the best parts in Sandbox mode anyways.
  12. I can just imagine the engineers of the Mercury-Redstone yelling and complaining at the engineers of the Mercury-Atlas that their engines are too OP. And later everyone dumping all over the engineers of the SaturnV (and much much later the SLS). If complainers like [some] of you guys were in charge, we would have never made it to the Mun...
  13. I've highlighted some things from the persistence file that you might want to change to enable "Hard Mode" GAME{ version = 0.23.5 Title = Default Description = No description available. linkURL = linkCaption = Mode = 1 Status = 1 scene = 5 flag = Squad/Flags/retro PARAMETERS { [FONT=arial]FLIGHT[/FONT] [FONT=arial] {[/FONT] [FONT=arial black][COLOR=#ff0000] CanQuickSave = True[/COLOR][/FONT] [FONT=arial black][COLOR=#ff0000] CanQuickLoad = True[/COLOR][/FONT] CanAutoSave = True CanUseMap = True CanSwitchVesselsNear = True CanSwitchVesselsFar = True CanTimeWarpHigh = True CanTimeWarpLow = True CanEVA = True CanIVA = True CanBoard = True [FONT=arial black][COLOR=#ff0000]CanRestart = True[/COLOR][/FONT] [FONT=arial black][COLOR=#ff0000]CanLeaveToEditor = True[/COLOR][/FONT] CanLeaveToTrackingStation = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } EDITOR { CanSave = True CanLoad = True CanStartNew = True CanLaunch = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False startUpMode = 0 craftFileToLoad = } TRACKINGSTATION { CanFlyVessel = True CanAbortVessel = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } SPACECENTER { CanGoInVAB = True CanGoInSPH = True CanGoInTrackingStation = True CanLaunchAtPad = True CanLaunchAtRunway = True CanLeaveToMainMenu = True } DIFFICULTY { [FONT=arial black][COLOR=#ff0000]MissingCrewsRespawn = True[/COLOR][/FONT] AllowStockVessels = False } }
  14. Not only can you turn auto updates off, but in the beta setting for KSP on steam you can set it to download the previous version (incase you want to go back).
  15. I actually used my 2 week christmas break to learn how to use blender, gimp, and unity to create these parts (I've never done anything remotely close to this before), which is why I haven't been able to continue creating new parts, I haven't had any vacation since. I think I can update it to change the orientation relatively simply, iirc the orientation that changes which way the navball orients is done in unity, and the attach orientation is changed in the part.cfg. I'll have to look more into the RoverScience mod to see how to integrate it with the MastCam. However I'm all for it as I think that mod is doing really great things for making rovers have more of a purpose.
  16. I havent used the trim controls (even though I have them hot keyed to my G-keys) since the new SAS. But this is a really great mod. Agreed this should be stock. Great work.
  17. Yes, this exactly. *hyperbole alert* real life ion engines burn for weeks (days?) to complete a burn. That just doesnt translate to good gameplay.
  18. Oh please... (disclaimer: I love this game and am glad Felipe is able to create it, but come on...) This game was opened up to early access primarily for funding, and for Squad to judge how much interest there was so that they could decide if Felipe would be allowed to continue, or if they'd just let him quit his job. Stop with the "hero worship", you are worthy. As to the OP, at first I was on board with what you were saying, but after reading the rest of the thread I am glad the update system is the way it is.
  19. To adjust the efficiency of an engine you need to adjust the atmospheric curve module. I believe the first number is the ISP in atmosphere, and the second is the ISP in vacuum. For fuel tank cfgs, you define the empty mass of the tank, and the amount of the fuel in the tank. The reason your tanks are collapsing is because the mass of the fuel itself if just crushing everything. You can try tinkering with the resources cfg file but then you'd be changing the fuel for every tank. If you are just trying to debug your engine, press alt+F12 to open the debug menu and turn on infinite fuel.
  20. Considering there are only 168 hours in a week. For the question, as the director/designer or the game, Felipe has a vision for how he wants it to be. And that is what he is creating. While there are a lot of great mods out there, not all of them fit his vision for what kind of game he wants to make. Thankfully part of his vision included creating the game to be incredibly modular so that creating/installing mods is very easy, allowing each player to expand upon his original vision however they want.
  21. Wow, these models look great. I've been waiting to delve into life support mods because of the lack of nice looking parts. I've also been waiting for FLEXrack since November, so seeing this is really nice. If you make a first release with just oxygen, co2 and fuel cell parts like you mentioned, I will still download it immediately. I'd also like to second PringleMan, if you can get the parts to work in a similar way as the KAS "container and cradle", that would be really cool. Having attachment nodes would be much more convenient then trying to surface attach things.
  22. Here you go, Scientific Calculator: http://forum.kerbalspaceprogram.com/threads/66881-0-23-In-game-scientific-calculator-Kalculator-v0-1-1-1-24-14 Note Pad: http://forum.kerbalspaceprogram.com/threads/55625-0-23-In-game-notes-notepad-checklist-v0-7-1-1-24-14
  23. Any possibility of getting a dev or two to comment on their opinions of Unity 5, what it could mean for KSP, and what the plans are, if any, for upgrading? I'd be interested in reading about their thoughts.
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