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Ravski

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Posts posted by Ravski

  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. The installation of everything went fine except for one issue. When I place engines on my ships, no matter what stage they're in and whether something is attached below them or not there's always a shroud. The shroud does not disappear upon staging either. What's up with that? I walked through all of the dependency mods and it's not from one of those, so something in KSRPC seems to be the issue. Any help? This pack is too pretty for me to give up on it.

    Same problem, I hope there's a solution.

  3. Okay if I understand correctly there are two things I need to fix. One is that I need unique names for each docking node. Check.

    The other is that my code needs to read like the following; yes?

    MODULE
    {
    name = ModuleDockingNode
    deployAnimationController = 1
    nodeType = size1
    nodeTransformName = DockingNode
    }

    Yes :)

    Although, I assume your node type is a custom one, because you're supposed to use number for the stock ones.

  4. 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 :)

  5. Balance issue:

    These parts seem to be incredibly light. Might consider upping the weight to 1 or 2 tons each.

    Again I love the look of this Mod. Really looking forward to where you go from here.

    Thanks for the suggestions :D

    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 :)

  6. These mod upgrades take FOREVER, been waiting on this and H.O.M.E. =/ Don't want to build stuff and talke all that time to run it out there only to find out the next day the better stuff comes out

    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 :)

  7. @germalto, You made an awesome launchpad model you showed off on page 3 of the Extraplanetary Launchpads dev thread, Any plans on making it work with the Extraplanetary Launchpads??? That would be a really nice launchpad to launch things off of, that and it looks a whole hell of a lot better than the one the mod author included, No offense intended on skykooler's part......

    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.

  8. I seem to be having some problems, when i reload a craft from the tracking station i keep getting i big list all in red in the debug menu and i assume that's bad. Sometimes it will cause my frame rate to die and other times it wont, but the big red list is there. I really have no idea what's happening but here is a screenshot;

    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...

  9. The one without a ramp, the vertical one.

    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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