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OopsThatNotWork

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Everything posted by OopsThatNotWork

  1. You are saying that if you toggle ANY of the crosswalk pieces that nothing happens, ie. shutters dont move? Or are you asking if the crosswalks come out of the habs/hubs?
  2. He won't handle bug reports here. Please report them as stated earlier in the thread, probably mentioned on OP.
  3. So I finished the first generation of my spacedock using these parts. For those interested, here it is. I was using the SpaceDock from the 2009 Star Trek Video as inspiration. I already have plans for a newer generation of the station which will be more functional, it will be a fuel depot with enough escape-craft for all kerbals on board, but I probably wont tackle that for a while.
  4. Ok, well then here is a link to a zip file with all the changed cfg files. http://www./download/1wespdx2pqnb891/Resized_CFG_files.zip Edit: Woops forgot to separate Hub/Hab and Crosswalk parts. The files partmed and partlarge are the Hab/Hub files.
  5. Well its not my mod so I cant post any files, but I can tell you what lines to change if you would like to know. It was pretty simple actually. Ill look them up and paste/edit them here in a little. You will have to ask zzz about the mediafire links. Edit: So all I did to the hab/hubs to get the larger was literally change: rescaleFactor = 1 into rescaleFactor = 6 or for a medium sized dome rescaleFactor = 3 And for the crosswalk pieces I was honestly just guessing at the rescaled values based on the look I was going for so I used rescaleFactor = 1.5 The problem I had with the crosswalk resizing was that unlike on the domes, the attachment nodes didnt shift so I had to fix them manually. NOTE these node placements will likely only work for a scale factor of 1.5. For short bridge piece: node_stack_top = 0.0, 1.20, 0.0, 0.0, 1.0, 0.0, 1 For the docking module: node_stack_top = 0.0, 0.01, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.48, 0.0, 0.0, 1.0, 0.0, 1 For the radial attachment module: node_stack_top = 0.0, 0.445, 0.0, 0.0, 1.0, 0.0, 1 For Crosswalk Type A Long: node_stack_top = 0.0, 3.36, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -3.36, 0.0, 0.0, 1.0, 0.0, 1 For Crosswalk Type B Long: node_stack_top = 0.0, 3.36, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -3.36, 0.0, 0.0, 1.0, 0.0, 1 For Crosswalk Type A Short: node_stack_top = 0.0, 1.67, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.67, 0.0, 0.0, 1.0, 0.0, 1 For Crosswalk Type B Short: node_stack_top = 0.0, 1.67, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.67, 0.0, 0.0, 1.0, 0.0, 1 Note if you want multiple sizes of the same part, you are going to have to copy and rename the .cfg files for each part size. Also suggest changing the name and title lines in the cfg file as well so easier to distinguish the different sizes in game. Lastly like to repeat this is not my work, I have made no changes to this mod other than re-sizing some pieces, all credit for mod itself goes to zzz.
  6. yea but the problem is the way that KSP is currently set up such that ships cant scan things in the background (in order to save memory im assuming), its not a kethane problem.
  7. The only reason to add more scanners is so that you can scan at a higher warp. You will notice as you increase warp with a single scanner it will start to miss a hex or two before it measures another. If you want to scan quickly (im not a huge fan of this) then add more scanners so you can warp faster and still pick up a clean scan line.
  8. Haha, that was kind of the idea since i hate using the stock wheels. I used docking ports as connection pivots, worked eerily similar to train couplers with a little less rotational give on them.
  9. Thanks. Both of those domes are scaled actually. The smaller one is re-scale of 3 and the larger one is a re-scale of 6. Ill post another picture sometime this weekend so it will be easier to tell since im going to have some of the traditional sized ones as well. I got another wing (similar to the branch coming off the large dome) attached last night, but it still needs more work. I also copied/re-scaled the crosswalks too. Those had a rescale of 1.5, but then I had to fix the attachment points so they were in their appropriate location (ie. end of the parts instead of inside them).
  10. Hey Talisar, just wanted to say thanks for all the work you put in man. I use your tanks for alot of things, but my favorite currently is my kethane convoy. Hope you like it. And if you cant tell, i like making them glow.
  11. Hey zzz i just wanted to say thanks again and give a preview of what im using your stuff for. Its only a partial of what I hope to make it look like in the end, but still hope someone thinks it looks cool besides me. Re-sized alot of the parts for aesthetic reasons. Thanks a bunch and keep puting things up if you create anything cool. Lol and yes for all critics who will scrutinize the photo, I am quicksaving, I have had alot of stations either combust for little to no reason and im docking everything by hand.
  12. For me it means a perfect mixture of sci-fi, realism, and cartoonist. Edit: As far as parts and content are concerned.
  13. First of all its still in alpha...........be patient, you should seen what it was like back in 0.14. Secondly, no wonder you think it lacks so much if you don't know where to find mods. The mods are in the add-on release forum section or on Spaceport (which can be found in the links provided by headhunter yesterday....................please look before you say things like that in the future.
  14. Hey Zzz, im trying to figure out, for your crosswalk pack you released a while ago, are any of those docking modules? If so which one, if not............Can you make me one with that style? Please? Im trying to make a cool looking space station using your crosswalk and Hab/hub parts (scaling them to be a little bigger). I could just send it all up as one giant conglomerate but I honestly hate seeing things sent up like that, I prefer to have to join all the segments together in space if possible. Edit: Again loving all the stuff you have put out so far. Second Edit: Lol im a dumbass, i just re-read original post for walkway.
  15. LOL cause I didnt know it did that. I honestly still working on my interplanetary empire, i haven't gotten around to adding habitats to my settlements yet, but its on my to do list.
  16. So Im gonna give this a bump so I can try to get an answer to a question and see what the status of this mod is. Does this mod to the same this the TAC fuel balancer mod does except via fuel transfer lines (Ie. I dont have to tell them what to do?)
  17. Eh, I dont think you need to do that. If we really want to save memory, we can delete the parts we dont intend to use at the time. But its up to you.
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