Ravski
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Everything posted by Ravski
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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.
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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.
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- renaissance compilation
- visual enhancements
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Same problem, I hope there's a solution.
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- renaissance compilation
- visual enhancements
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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.
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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.
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Ahah... I love this mod, too! It's really nice, and very well done I've got something to show you all...
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Eh, I had this idea some weeks ago, nice work!
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[1.3] Starshine Industries: Extendable Nozzle
Ravski replied to ganinian's topic in KSP1 Mod Releases
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. -
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.
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Docking Ports and 20.0+
Ravski replied to Absolution's topic in KSP1 Modelling and Texturing Discussion
Yes Although, I assume your node type is a custom one, because you're supposed to use number for the stock ones. -
Docking Ports and 20.0+
Ravski replied to Absolution's topic in KSP1 Modelling and Texturing Discussion
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 -
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
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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
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Not included, technically yet. A minor release will be made with them
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Hehe... You may have guessed what this part was originally designed for GavinZac, I recommend you put the part freely in the VAB, and then take it by an extremity, to be allowed to put it easier You can't point at the node you want the door to be attached.
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Wow, those textures are awesome Great work!
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Uh... I... am a bit speechless. I don't know what to say... But I think it's not due to our mod only, since it's only parts...
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Would you mind giving me a link to these pictures, but BIGGER? So I can add them to the main post, if you're okay with it
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It's designed to be at the end of a corridor, on the middle node We decided not to put those middle nodes on the four-way adaptor, since it would make 12 nodes on the same part, which is, in my opinion, too much. I'll try to make a video about the mod, and an album of example made by Germalto should come...
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Updated! 0.30 is now uploaded and available for download! Enjoy!
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I'm taking suggestions, too, so feel free to expose your ideas Also, post your screenshots if you have some, I'll use the best to decorate the post
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0.20 compatibility will come with the new update, which will release as soon as I can contact Germalto about the last details, and one of the best feature of the update
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Thanks a lot, you probably saved the day for my next mod update ahappydude, be prepared