Jump to content

Ravski

Members
  • Posts

    46
  • Joined

  • Last visited

Reputation

7 Neutral

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's not that dead. It's been indefinitely put on hold, but it's still parts (so, easily compatible, I did it five minutes ago) and a plugin that I will try to find an updated version of. Maybe even add the last finished part that we made, upload to a mod database, and there we go. Edit: Done. I updated it,I may or may not add a very useful, not so much related part that Germalto made a while ago.
  2. Found a solution, the two folders for Cool Rockets are different, one starts with klockheed martian, and the other is "cool rockets", so just merge the two, and delete the .tga files.
  3. Yes, one could also use Bavarian Tubes, I find them really nice, and they're actually pretty. But our mod is nice, too. I just find Bavarian's to be a bit small... To each their own, I suppose.
  4. I think this mod may be updated in the near future, actually... I have some free time, and I'd be happy to continue working on this.
  5. That is really awesome. I've been waiting for this since I started KSP! You're awesome!
  6. Ahah... I love this mod, too! It's really nice, and very well done I've got something to show you all...
  7. Eh, I had this idea some weeks ago, nice work!
  8. I find that four nuclear engines under a rockomax-sized fuel tank is often handy, why not make one that combines the whole thing? Since shrouds on these sort of builds tend to... destroy everything.
  9. Everything should work in 0.21, post about any bugs you encounter. We're working on the next release Sorry for the time since the last update.
  10. Yes Although, I assume your node type is a custom one, because you're supposed to use number for the stock ones.
  11. You've got the empty gameobject set up where you want the docking node to be. You just need to add: nodeTransformName = DockingNode in the MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 } and DockingNode is the name of the gameobject you defined as the location of your docking node. Therefore, you also need to give different names to the gameobjects "DockingNode". Note that the Z axis should point to the direction you want you docking node to be orientated to
  12. Thanks for the suggestions The underweight is kind of... needed. At first they were far heavier, but it was near impossible to land them correctly, and it took a while to build a correct base. The weight they have now is for rovers to be able to move them. I'll probably look into that when we'll make a crane to move them around, if I figure out how to do this in a convenient way
  13. Logically, except for bug fixing, we won't change the parts already uploaded, nor their name, so you can start your building, it should be backward compatible
  14. Not included, technically yet. A minor release will be made with them
×
×
  • Create New...