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TouhouTorpedo

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Everything posted by TouhouTorpedo

  1. I can't see why you'd be able to do that with my pack at all. I guess just look closely at scotts video or ask there which ones he used? I beleive there was an anti-gravity part made by Tosh a long time ago, but I don't maintain that. You'll have to search if you want that.
  2. I'm still confused why some people can't load the parts without a cfg update. I've got it running fine here by literally just unzipping the files of the current version to KSP root directory as normal. Are you all running different OS versions of the game? I'm wondering if the back compatability is broken on linux or mac versions of KSP 0.20. Though the tailwheel is indeed broken, given it loads its textures the same way as the other parts in the mod though, I really have no idea whats happened here.
  3. Ah jeez, didn't know this. I'll see if the old Mechjeb dll works. I can't see why it shouldn't. If it does I'll talk to R4M0N about potentially packing it or ripping the module. Ripping the module would benefit the mod anyway, as it could potentialy be tweaked (ie get rid of the GUI, since it isn't needed for this purpose)
  4. Nah I haven't updated the CFG's, but I am playing with parts in 0.20 without any changes. Seems the back compatibility works fine. Are there any mods that have had problems then? It doesn't seem the update has broken anything to me.
  5. Tested Multiwheels 0.5 with KSP 0.20. It seems to run just fine! I beleive my other mods should also still work on this basis, but let me know if the case is otherwise!
  6. I'll get KSP 0.20 tonight and have a fiddle with it, see what needs updating. Also thanks for being as prompt as ever at every new release CleverWalrus. If 0.5 doesn't work at the moment (i dont know yet, not tried it don't have 0.20 yet!) then at least 0.4 will probably be playable. probably. maybe. no idea.
  7. Interestingly the original plan Bac9 had was to make the MK5 cockpit compatible with the MK3 IVA mod. I don't know what happened to this down the line, I'd guess he probably just gained more interest in certain other mods he was working on at the time. Has anyone tried editing the CFG of that cockpit to work with the MK3 IVA mod? I haven't tried yet myself. However if there is an issue, I guess I could look at it if the MK5 cockpit source files ever become available from Bac9, or if .mu becomes reversable. (but then if it did, someone else could do this anyway!) No consideration for other cockpits really. As said, I'll give advice if someone wants to start, but its not a direction I want to continue down at the moment. As far as a nosecone for MK3 cockpit goes, theres a few various mods that add okay ones. Tav's pack has the sleekest MK3 compatible cone I've seen. And no problem!
  8. Need Mumech.dll in the plugins folder, which comes with mechjeb.
  9. Hello there! The omniwheels and the lift rams are controlled by the throttle, and locked into position / unlocked using the right click menu. omniwheels start out unlocked, rams start out locked. On further MK4 parts, I have a development kit available for people to make further MK4 expansions (its what Bac9 used in B9 aero for the MK4 adapter, infact, I'd made it at his request initially!) MK4 Developers Release
  10. No, as I've got my doubts there is enough room for a kerbal in it anyway. But I'd be willing to offer advice to anyone who does.
  11. Theres no plan to do that. The CFG's changed quite a bit, and are likely about to undergo changes again for 0.20. Though, I haven't tested it with 0.19. It might actually still work if the config file is edited accordingly, but it'll be a little hit and miss.
  12. NEW MK3 Cockpit Internals RasterPropMonitor Edition v0.3 http://kerbalspaceprogram.com/mk3-cockpit-internals/ Two versions included, a new RasterPropMonitor and ModuleManager driven glass cockpit in its own folder using the PART{} system, and the classic version which overwrites Squad files with an analogue cockpit. (but is also on PART{} now) This mod also slightly modifies the Navball in RasterPropMonitor to add a Throttle Gauge. the set up file for that is free for anyone to use for anything. Otherwise the license which applies for the mod is on the spaceport page and in the readme files of either install. Pitch Vector Engine 3! http://kerbalspaceprogram.com/pitch-vector-engine/ Includes: JOYSTICK SUPPORT, and NORMAL STYLE CONTROLS ASSIGNABLE TO ACTION GROUP KEYS! Allows for extremely dynamic control via either method, and both are mixed ingame also! Full of options, such as 3 memory slots programmable either in VAB/SPH, inflight via action groups or even via tweakables, for specific angles when necessary; max/min/reset actions settable to action groups also, and maximum and minimum limits of rotation can be set to your preferences via tweakables! The options are limitless with this thing, its whole new kind of fun with VTOL. Includes four engines, 3 Jet engines in very different configurations (F-35, YAK-141 and HARRIER style) plus a rocket engine on a large gimbal. Its pretty simple pluginwise, so I'll get an API out for this if people are interested so it can be applied on other engines. IMPORTANT : DELETE OLD PITCH VECTOR ENGINE 2 FIRST. I am using a new folder structure now to prepare for when my other mods go to GameData. Pitch Vector Engine 2 was installed to GameData, but I have changed the folders in GameData it goes to. It should make things more organised my mods easier to manage. At time of posting, Only Pitch Vector Engine 2 and I think the rover autopilot were in GameData, so you can most likely simply delete your TouhouTorpedo folder in GameData before installing Pitch Vector Engine 3. Spaceport: http://kerbalspaceprogram.com/pitch-vector-engine/ (note if you are offline on spaceport the wrong image displays, but its still the new version) Fuselage Embedding! MK3 Embedded Fuselages this is the first version of the pack partly to test the waters on the idea. MK3 Embedded Fuselages adds MK3 type fuselages with dents in them. "but couldn't I do that with a hammer?" Create finely curved 1.25m wide fuselage length dents with adapters to normal fuselages?! I don't think so! Use these to fit rockets, smaller planes, anything on top of another MK3 based aircraft. In the future, I may add other fuselage types, or embedding in different places. (say under, sides, something like that) For now the finely crafted dent sits on top. There are three parts in the mod- MK3 overhead embedded fuselage, MK3 to MK3 embedded fuselage adapter, and a MK2 to MK3 embedded fuselage adapter. Download here! (ignore missing picture, its missing because spaceport is being terrible as usual) http://kerbalspaceprogram.com/ttembeddedfuselage/ MULTIWHEELS 0.6 adding new rover/car size wheels, and a selection of engine types. 0.6 changes the way the mod behaves, and now wheels must be powered by an engine. You don't need to physically connect wheels to an engine, but you will need to get fuel to the engine in the case of a LiquidFuel engine. You can use RCS, or even electricity in some cases. Landing Gear wheels come with an electric motor that consumes power, but they can have supplimental power from other engines. Heavy vehicles will now act like heavy vehicles. Multiwheels on lower gravity planets will grip better! IMPORTANT NOTES - YOU MUST DELETE THE PLUGIN FILES FROM MULTIWHEELS 0.5 TO INSTALL THIS. FILES INCLUDE TTMODULARWHEEL, TTOMNIWHEEL, TTGRAPHICFLIPMODULE, TTLIFTRAMMODULE - IF RUNNING AN OLDER MECHJEB (PRE 2.0) DELETE DRBALLBEARING AND TTDRHINGEMOD FOLDERS WHEN INSTALLED - IF NOT, USE THE LINK IN THE THREAD BELOW TO MAKE HINGES WORK IN 0.20: http://forum.kerbalspaceprogram.com/showthread.php/9675-v0-19-Damned-Robotics-Version-1-3?p=428734&viewfull=1#post428734 - UNZIP THE MOD INTO THE MAIN KSP DIRECTORY AND MERGE FOLDERS. DO NOT MANUALLY PLACE FOLDERS. If you've read the above, you're ready to download! http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels-v0-6-tt-plugin-for-ksp-0-20-and-0-19/ Rover ASAS Plugin powered Rover ASAS module. Designed to be compatible with both TT wheels and stock, though currently only runs with TT modular multiwheels 0.5 (next patch im hoping to fix that!) hold your rover course and speed when engaged! http://kerbalspaceprogram.com/tt-rover-asas-v1-0/ Mediafire mirror download: http://www./download/fcg49bcfral6f26/TTRoverASAS.zip Modular Multiwheels 0.5 Powered by a plugin developed specifically for this mod. Has new wheel types including omniwheels to allow a vehicle to move in any direction, facing any direction, useful for construction purposes. Also has new types of truck wheel and aircraft wheel. There are a few bugs, but this is still being developed and supported. http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels/ Note : Do not run this with the old mumech.dll anymore! mumech.dll will cause parts not to load. Infernal Robotics plugin is said to be a good replacement allowing the use of the damned robotics parts. Modular Multiwheels 0.4 [LEGACY, NO LONGER SUPPORTED (but still runs as of 0.19)] Cleverbobcat powered version. Has a few annoying quirks like deployable wheels always starting retracted. No further development will occur on this version. http://kerbalspaceprogram.com/modular-multiwheels-cleverbobcat-edition-v0-3-18/ MK3 Expansion pack Adds a cargo bay, bomb bay, a torque and power producing "Mission support module", a MK3 stock appearance/compatible extendable docking port, and a MK3 layout rocket fuel tank. http://kerbalspaceprogram.com/mk3-fuselage-expansion-pack/ MK3 Crew Cabin Carry 6 kerbals! http://kerbalspaceprogram.com/mk3-crew-cabin-fuselage-c7-style-for-0-18-2/ MK4 Fuselage system A much larger hollow fuselage system, with a fuselage section, MK3 to MK4 adapter, MK4 rear door, and a large turbofan engine for carrying your heavy craft made with this. Latest version now has a huge opening front door, too! http://kerbalspaceprogram.com/mk4-fuselage-system/ MK4 Fuselage Developers Kit If you like the MK4 Fuselage system but don't have that part that lets you do -exactly- what you want, and if you're reasonably ept at modding, heres the MK4 Fuselage developers kit. It contains the MK4 standard fuselage in several formats with a texture file you can use and tweak. http://www./download/9djdpexy644563p/TTMK4DevelopersRelease.zip So ask any questions here, exchange your thoughts on the mods, give suggestions, have a bit of fun. I plan to get back into developing multiwheels 0.5, and I'm considering some other mods to work on soon (and have discussed those ideas on the IRC recently) but for now I'm somewhat on a modding hiatus, occasionally dabbing at the codes I've nailed together.
  13. http://kerbalspaceprogram.com/mk4-fuselage-system/ Seems to be working fine.
  14. Just not got around to it. I'll check out the cache on google when I've got time, see if I can find the 0.5 thread and bring it back to life. Right now though, there isn't any work going on with KSP mods for me anyway.
  15. Has the MK5 cockpit been tested with the MK3 IVA internal mod? I haven't got around to trying this myself yet, been having too much fun with the MK2 fitting cockpit of yours, which is wonderfully done. (blows mine out the water I'd say) Things I'd recommend, although I know this is in Snjo's territory, would be an option for orbital displays on the MFD (at the minimum, an apogee/perigee readout)
  16. Typically, check your center of lift and center of mass. You want the center of mass infront of the center of lift. This will make the plane naturally want to nose down, making it speed up. To get the balance, tilt the "elevator" control surfaces upward (as if the plane was trying to pull up) This tends to make easy to fly planes. Theres lots of other tricks too, but they aren't relevant to a delta like you are flying here.
  17. To be honest, I cheaty part to all hell. My fave is my pumkin tank. it makes for entertaining videos (the main thing it was made for) while weighing almost nothing start to finish with 40,000 litres of fuel. Why? Because if I want to test the behavior of a mod part I'm developing on another planet, then I'll send it there via a 2 part rocket (mainsail + pumkin cheat-o-tank). I'd rather not have to deal with the wobbly mass of explosions that occurs developing a rocket while I'm still testing the parts I'm trying to send there. And to be honest, it does tend to be a bit more fun for me this way than frustrating.
  18. The IVA issue has been mentioned in this thread before, the cars internals have been put in the wrong folder. Far as slide instead of tip goes I'm sure it -can- be done, by lowering the friction and increasing power in the CFG file. I've just never got around to making the right combination.
  19. Look at the desktop. Hes only running one. Its two overlaid screenshots.
  20. The mods here for IVA crewtank are all a simple CFG edit. The section for internals from the other command pods can be copied out and added into the crewtank CFG, but it only gives you the generic internals of the other cockpits. (also number of crew would need to be edited to fit) The 'position' bug I found isn't actually a position problem but a scale problem. For some reason internals need to be scaled about 1.1 to fit the model they go with. Again yeah its a weird value - it isn't quite 1.1 entirely, and I did shuffle the position the tiniest bit in my model, but it was mostly a scale issue.
  21. Cost. Building a rocket is one thing, building a man rated system is another. The ammount of red-tape for ESA to do -anything- is insane, and by the time they've done it, normally something or other has become irelevant or bloated in some way or another. They have done some studies on converting the Supply vehicle to be a manned vehicle, but thats not really gone anywhere.
  22. I found your pin-up for the lander - http://browse.deviantart.com/?q=sailor+mun+kerbal#/d5fbivg
  23. I thought this happened anyway once your rockets got big enough lol
  24. KSP is now inviting rednecks to join their ranks. Though I dunno, Kerbals rednecks are probably greennecks. Or maybe lime.
  25. Not all the crew will show. If none are showing, make sure you have the TTL4DCARinterior folder inside the Spaces folder. If that doesn't work then I've got no idea, to be honest. But you aren't missing out on much, they don't work perfectly anyway with more than 3 crew members. This is what I was hoping to see happen!
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