-
Posts
112 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Kayaking4autism
-
Starbug cockpit help
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Modelling and Texturing Discussion
Listen I'm not messing around its what came up on my system its a kerbal lite version, parts mostly stripped down now only two cockptis mk1 and starbug cockpit for the red dwarf mod I've been working so hard on. Do you think its the obliterator plugin or should I try moving the airlock a wee bit farther away? How about the ladder does that also have to face z? -
Starbug cockpit help
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Modelling and Texturing Discussion
Well your advice worked! Sort of. Now I'm getting this problem every time I load JUST the cockpit www.youtube.com/watch?v=Z1HzimXVk98 What a weird bug -
[ATTACH=CONFIG]33975[/ATTACH] Help what do I do? This thing from outer space is eating the kerbals, someone call the military!
-
working on a space hotel with many rooms in space
-
Umm how did you get the airlock hatch to work properly? I'm having REAL problems with my starbug cockpit for my Red Dwarf mod. can anyone help? http://i.imgur.com/cJ4b3.png I've got it in the game no problem, but I can't open the door, says its obstructed when it clearly isn't.
-
Update: http://i.imgur.com/cJ4b3.png Yes I am working very hard on making "starbug" flyable and soon blue midget too once I model a 2nd docking bay. Thanks to a lot of input from Hogdriver last night I finally sussed out the docking You need a warpclamp AND an orda controllable pod, however NO FUEL LINES, Squad in 0.17 put in a bit of code that any debris fuel lines are to be destroyed regardless (probably to save memory) Hogdriver assures me he is working very hard to solve the problem, in the meanwhile the only workarounds are: two orda fuel dumps and do an eva between your "spare" and "main" fuel tanks or just use one fuel tank directly on top of the engine. Also I'm having the Apollo 1 "Gus Grissom" problem, I can't seem to get my kerbals out of the hatch, does anybody know how I solve the airlock problem?
-
Hatch problem
Kayaking4autism replied to Vlad. Just Vlad.'s topic in KSP1 Modelling and Texturing Discussion
How did you solve it? I'm having hatch problems too: http://i.imgur.com/te2ya.png -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Here's an attempt at making the mining kart a flyable/drivable mining machine -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]33521[/ATTACH]Eventually yes but the closest attempt to a deep space mining mission ended up in disaster with three kerbals alive and the rover with two wheels gone and the rover flipped. so right no 0 minerals a minute processed. I like your idea tho I'll code it in. -
I've had a brainwave on the docking mod....
-
-
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
http://i.imgur.com/yKUM4.png http://i.imgur.com/FS6NU.jpg http://i.imgur.com/ZNjZE.png More updates on the mining ship to carry the mining rig. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
Well I done Starbug today instead: [ATTACH=CONFIG]32785[/ATTACH] 9/11/12 Here's the best flying red dwarf I've ever made, can do orbits everything now. http://www./?4ik19ssik1x1ifn Not sure whether to have this as a "Red Dwarf Mining Mod" Or two separate mods. Here's a video of red dwarf in action anyhow.... Enjoy! -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
http://i.imgur.com/OuGFY.png Well I got Red Dwarf Airborne at least... shame she can't yet reach orbit any ideas? -
03/10/12 WATCH HOW TO MAKE AND FLY STARBUG: http://www./download.php?x1p7bkbs89a090v [ATTACH=CONFIG]33252[/ATTACH][ATTACH=CONFIG]33805[/ATTACH][ATTACH=CONFIG]34066[/ATTACH][ATTACH=CONFIG]34067[/ATTACH] Hope you like starbug took me AGES to make! Welcome to Red Dwarf Beta 3.2.1! http://i.imgur.com/LcTKs.png << LOLZ http://www./download.php?d3xzgqgepv2tdaj << Here's the ship make sure you have the usual mechjeb, damned robotics etc should run fine. The ship is now one part with MULTIPLE NODE COLLIDERS that's right tip use module = mumechtoggle and you can have node_collider1 node_collider 2 and you can make many rooms on many floors essentially this is a fun demonstration of a flying level that also acts as as carrier (which you can get into)! BUT NOT FLY at this time sadly, But maybe one of you my lucky fans are able to rewire this contraption into flying the lander down to where you want.. License, FREE, OPEN SOURCE, COMMUNITY PROJECT, DO AS YOU PLEASE.
-
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32748[/ATTACH] Here's a sneak peek of the soon to be launched Juipiter Mining Corp Starship to take the mining equipment to whatever celestial body it needs to go.... -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
[ATTACH=CONFIG]32686[/ATTACH] As you see, this mod will attempt to test the limits of Kerbal even in terms of starship size. A large ship is needed to launch a factory into space. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
I thank you for your blessing to reverse engineer your part, I think still I owe you credit for your basic cylinder spindle, now it is a parabolic arc all one piece, far less wobble and I decided to slim down the parabolic reflector to work on miniaturizing the design for inter-world travel. There's a plan to work hard on skipping the Beta 1.x series now there is a complete working MOD but to now work on Beta 2.0.0 which will include the use of the new solar laser and unity and reflectivity and if your laser is off centre you don't refine minerals, the inventory menu hasn't even been started yet other than a provisional list of elements likely to be in the game. The current list of elements I've written are: artifacts 0, aluminium 0, boron 0, calcium 0, diamonds 0, europium 0, francium 0, gold 0, hafnium 0, iridium 0, krypton 0, lithium 0, mercury 0, niobium 0, osmium 0, platium 0, ruthenium 0, silver 0, tantalum 0, uranium 0, vanadium 0, yttrium 0, zirconium 0, How do you mumechjib dudes get a pop up menu to magically appear when a damned robotics part is spawned? -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases
DRfastrotortronc is a different part and so is DRfastrotartron, they spin MUCH faster than DRrotartron they HAVE been modified and are ONLY found here. Yes they are modified versions of the original rotartron but this is the only MOD that makes use of these unique parts. I'm not redistributing ANYone elses parts, the worst you can do is say I borrowed the model for dr_rotartron if that's you're case I'll strip it also and give people a non moving mining machine. Also I have already acknowledged your wishes and I have changed the Damned Robotics direct Download to a link to the main thread article. -
SolarNRG Mining Beta 2 RELEASED 10/6/12
Kayaking4autism replied to Kayaking4autism's topic in KSP1 Mod Releases