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vvaris

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Everything posted by vvaris

  1. Fixed the broken download link. I have no idea if it works in the current version or not, most likely not. I don't have much time at the moment to develop this mod unfortunately.
  2. I'm doing some contract work 24/7 at least until half of next month :S I try to pick up the mod soon after that and do some much needed textures / bug fixes. I was thinking also a spacepod with ejection seat..
  3. Hate to break it for you but the Google Sketchup isn't really up to the task, Its good for modelling buildings but very limited on everything else, not to mention slow. I would suggest to learn some blender, it's not that hard anymore as it used to be. Check out http://cgcookie.com/blender/ for good free tutorials. With blender you can create more high quality models for games.
  4. Cool! I was wondering what values they are. I'm gonna try this once I have time. Thank you very much for the info!
  5. Yes, this is the best solution I came up with too. I would need to remake the SU-adapter and and create a second cockpit with the angle so it fits with the adapter seamlessly. This would make these parts useless with other parts. I'm going to consider this once I have time to develop the mod again. Edit: The angle can be only in the cockpit/adapter, the fuselage produces lift and doing this for the fuselage would probably screw up the lift vector.
  6. Haha, No I love the critics! I think I deserve it since I have come blind to these issues. Now I understand the problems you are having better. The reason the SU fuselage is so fragile is that I originally designed it to be fragile to counter balance its great lift rating and to make it more challenging to land. But I see now it doesn't work really like that, Its hard to get it to stay one piece, even more so with the default landing gear since they don't have suspension. I think they need to be tweaked a bit.. Hmm the parts are somewhat in wrong orientation, need to fix that also. the back canopy rotation is off because that part is now decoupler, and it needs to be pointed that way to decouple in right direction, I'm not 100% sure tho.. Thanks for the video, I try to find time to make some changes and develop the mod further.
  7. You guys did read the instructions in the first post right?
  8. Interesting, I got similar report earlier, which part you are talking about? This is the reason why I have test pilots Mod development is rather slow at the moment, I try to find some time in next month or so.. But it will be awesome eventually. If you could make a special "lets play" concentrating on this mod that would be great.
  9. its there trust me. in the section with the crane icon. Probably next to cockpit, it might be hard to see since the transparency isn't working in the preview
  10. You also need to remove the back canopy from the area where you build the planes. And select it again from the left side where all the parts are in the SPH (spaceplane hangar). This is because the craft files may save the incorrect node position. I previously had a problem with the download from kerbal.net and it gave out a wrong version, it is now working however. Your problem simply should not happen if you deleted the parts, and delete the canopy in the sph once. Make sure you don't have other KSP copies you might be using, and that the shortcut you press to start the game is referring to that folder where you made the changes. I'm sorry but this is all I can do for you. // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, -4.94409, 10.0054, 0.0, -1.0, 0.0, 0
  11. There was some problem with the download. Now it works at least for me.
  12. Mariner, nobody else has problems with the canopy, only you, so YOU are doing something funny. For the SU adapter READ THE INSTRUCTIONS, there is no attachment node at the rear because it is impossible. I'll post the instructions here because you seem to be unable to read them from the first post: "As far as I understand there is no way currently to have the attach node have an 5 degree rotation, so at the moment we are limited to attaching the first fuselage part to the adapter using the surface snapping. After connection the adapter it is good idea to rotate the command module (ejection seat) 5 degrees so you can continue building in straight line after the adapter. You can rotate any part a 5 degrees at a time if you press SIFT+W,A,S,D,Q or E. If you wish to reset the rotation press SPACE."
  13. 0.4.1 version uploaded, fixed few connection node problems with the su and standard fuselages.
  14. Delete all parts beginning with "RED_", there is very small change that you might have a part named "AAAsucanoby" or similar, if so delete it also. Download the mod again, put the parts in the parts file as normally. Open craft with the canopy problem, delete canopy, add it again. This should fix the canopy node problem. "the SU fuselage parts need a major node overhaul. " You are indeed right in this one, I'll fix it asp..
  15. 0.17 part tools? interior tutorials?
  16. Are you using version 0.17 of the game and version 0.4 of the Mod? Did you delete the previous version before installing current version of the mod? It works for me.
  17. That is the "su adapter" not the "MI adapter". Again read the instructions in the first post.
  18. I will add you to the test pilot list, you will receive the next test pack and test pilot instructions once its ready. No need for email, communication is handed trough private messages of this forum, unless you are interested in helping to develop this mod and not just to test?
  19. You are talking about SU adapter right? It is know and common problem. Read the instructions for the adapter in the first post.
  20. it's meant to be attached to the cockpit not the adapter
  21. v0.4 update: Control surfaces work now, SU back canopy has explosive bolts, added new "MI" and "default" fuselage options, improved ejection seat model and placeholder cockpit interior. Sadly the update broke cockpit transparency, but next part tools should support transparency out of the box!
  22. It shouldn't be my mod since its working alright here. If you installed the previous mod version v0.2, and built a craft using it, then install mod version v0.3, then those crafts can be broken. But my mod shouldn't never overwrite default parts, they have unique names. Check you parts folder to see if you moved those folders accidentally somewhere.
  23. Depends if you are going to test them and report bugs or just fool around?
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