Ravski
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Posts posted by Ravski
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I was just coming here to ask about this. Same issue - engine shrouds all stay on. How do I get rid of that?
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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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.
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You could also use Bavarian Tubes.
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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That is really awesome. I've been waiting for this since I started KSP! You're awesome!
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If you like internal EVAs, check out http://forum.kerbalspaceprogram.com/showthread.php/29031-Hollow-Structure-Hulls for more hollow parts.
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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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.
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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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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.
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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
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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
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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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
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The pieces listed on the OP is that the only pieces that are included at this time? I seen some images of a model for a control tower type deal and a hanger even. I was just curious if those are included and the OP is a little outdated?
Not included, technically yet. A minor release will be made with them
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@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.
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Wow, those textures are awesome Great work!
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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...
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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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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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Correct me if I'm wrong, but the model of those batteries are not yours, you should give credit to its original author (Dani-sang, author of the Mechanical Mouse Industry pack). I played a lot with his pack before 0.18, and I was disappointed to see no mention of his name, here.
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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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This is no longer true for .20
To be selectable as the first part, the part must allow BOTH allowStack and allowSrfAttach. So you probably want this
Thanks a lot, you probably saved the day for my next mod update ahappydude, be prepared
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
in KSP1 Mod Releases
Posted · Edited by Ravski
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.