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CaptRobau

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Everything posted by CaptRobau

  1. Luckily it's only one part and there's tons of science to find without it. Glad you like it enough that a bug doesn't ruin it.
  2. Okay I understand your problem better now. Honestly, I have no idea what could've caused this. I've tried to recreate what you've done but I can't replicate it. The SC-9001 Jr. (you keep saying SC-9000, but there's only the SC-9001) is selectable as it should be. Do you have Steam or the KSP installer?
  3. Sweet. That was the biggest problem with doing anything with the Saturn 1B except get up a LEM: no place to put the CSM.
  4. Looks awesome.
  5. What Sgt. Cookie said. I'll look into it. The immediate problem I see with this is that anything fit for unmanned missions would have to be light enough to work with unmanned craft. But if it's too light, it'll be too useful to bring it on manned missions for the small transmission boost. Glad you like it.
  6. Could you give the short/long Mk2 adapter oxidizer as well? Would make them more useful for spaceplanes. Also I don't see the use for separate LFO and Liquid Fuel fuselages. Extra fuselages only clutter up the game. We have tweakables now and anyone who can install this mod would be able to figure out how to remove the oxidizer. Plus jet engines are so efficient that you can get anywhere on Kerbin with just the 270 liquid fuel in the Mk2 LFO tank. No need for that special jet fuel tank with its immense 600 fuel units.
  7. I guess if you fill the cargo bay up, parts have about a 2m diameter. Still the interior looks as spacious as a full, round 2.5m part. Takes a lot of skill. Good stuff.
  8. Is the interior model larger than the exterior? It looks so spacious for a 1.5m part.
  9. I actually like the golden yellow. Much better than the sickly yellow you changed it too now.
  10. There's a module AnchoredDecoupler in the game. Not sure if it works at all, but maybe it can be combined with the LaunchClamp in some way. Here's the variables for it: ---- ModuleAnchoredDecoupler public string anchorName = "anchor"; public float ejectionForce = 30f; public string fxGroupName = "decouple"; public bool staged = true; Here's the variables for the LaunchClamp module as well: ---- LaunchClamp public string releaseFxGroupName = "activate"; public string trf_towerPivot_name; public string trf_towerStretch_name; public string trf_anchor_name; public string trf_animationRoot_name; public string anim_decouple_name; public float initialHeight = -1f; public float scaleFactor = 1f; public float height;
  11. Wouldn't Kerbal Joint Reinforcement good enough for a Saturn V beta? It handles large rockets very well and a mod requirement isn't such a sin for a beta.
  12. After playing with the new parts a bit, here are the bugs that I spotted, suggestions, etc.: -The node for the LM docking port and the node of the LM docking port itself are not aligned perfectly. On one axis it's slightly off-centre. -The LM Ascent/Descent stage separator is under Utility, even though it's a decoupler. Structural makes more sense. Same goes for the Rover Box. -The ALSEP Box and the Lunar Module cockpit have no normal map, at least not on the sections with the gold foil. I also have some suggestions for additional parts that would make more designs/missions possible: -A 3.75m Fairing Wall Cone. There's a 1.25m and a 2.5m one, but no 3.75m one. If there were, the shorter cone of AS-203 would be possible.
  13. If you look better you'll there's a smaller ascent engine just beneath the cockpit, above the large descent engine.
  14. Frizzank have you thought of incorporating HotRockets and CoolRockets functionality in this mod? HotRockets allows much improved particle FX for engines. Really looks much better, but without any FPS drops. Doesn't even require a plugin. It just uses the new Engine module to its full effect. CoolRockets adds particle FX to the launch phase of the mission. Cryogenic engine boil-off (like Saturn IV-B's J2 engine) before the engine's been ignited as well ice falling off tanks at liftoff. This plugin does have some impact on FPS, but like the reflective plugin removing it would disable it.
  15. This is just amazing. Looks almost photorealistic. Love the rest of the new stuff as well. Can't wait for a CSM to go with it.
  16. Is it possible to make the extendable RCS a separate part. Would make both the Station Service Tug part and the RCS Arm part more broadly useful, in combination with other stock/mod parts for example.
  17. He's stated multiple times that he doesn't do post-1975 stuff, so that's probably not going to happen.
  18. Please turn this into a large scale overhaul of the spaceplane parts. The game just needs that.
  19. http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-(EdTools-Editor-Tools-replacement) If you install this you can turn radial attachment on and off using Ctrl+R. Makes the process very easy. Also useful for things like vertical snapping, extra symmetry options, etc. Never build without it.
  20. Or a cubic strut. You can place it so that it's invisible.
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