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Castun

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Everything posted by Castun

  1. I remember I did at one point, it turned out to be that I was using the Squad Texture Reduction pack which changes the location the textures are stored at or something. If you have steam just verify your game cache before launching the game and see if that works. Same here, simply amazing. Even better with the Through the Eyes of a Kerbal for 1st person EVA.
  2. If you weren't aware, when using Pimp my Kerbals pack and Through the Eyes of a Kerbal mod for 1st person EVA, if you EVA on Kerbin so you don't have your helmet on, and then you switch out of 1st person view, your Kerbal suddenly is wearing a helmet.
  3. It is with the procedural fairing base. You can also put one between the tank and engine that decouples above it, which I didn't do with this design until i thought of it later. This way, there are no decouplers getting in the way.
  4. I had an epiphany...what's stopping you from adding procedural sizing to any part? I tried it out with one of the stock spotlights, because I really wanted to be able to adjust the size as they're awfully big for some applications (having resized clones cluttering up the parts list I would like to avoid.) So I added the procedural fairing adapter to the part config and this is the result: Unfortunately, surface mounted parts end up floating when shrunk and clipping when increased. But it's a start. Now if the resized model could adjust itself to stay based on the attachment point. You can literally do this already if you really wanted to. Delete all the other fairing bases except the one you want to use (I would recommend the low profile 1.25 meter) and add the following code to the part config: MODULE { name = ProceduralFairingAdapter baseRadius=0.575 topRadius =0.575 height=1 specificMass=0.263 specificBreakingForce =6050 specificBreakingTorque=6050 }
  5. That blows up with DR regardless of any other mod. I don't use Skillful weapons and that can happen with too much thrust.
  6. Yeah, the scale is for something completely different, maybe attachment node size, can't remember exactly.
  7. Look in the part.cfg and see if there is a variable called rescaleFactor. If not, just add it: rescaleFactor = 2 The capitalization is important, otherwise it's ignored. Play around with the value to see what fits. If you still plan to use the original ever, you can make a copy of the part.cfg and change the title and description too so you can tell the two apart in the VAB.
  8. You also included the original RSS readme file in the folder that even says it changes the solar system to the Earth Solar System. It's not a stretch to think it's only meant to be used by those who already use the RSS mod. I would suggest either altering or removing that readme altogether, since you have your own in the root folder. Also, I wasn't experiencing those same issues as others which is odd. If someone IS using the RSS mod to change it to the Earth solar system, wouldn't including your own version of the plugin and configs undo that? Anyway, I added the RSS folder, and the only change I noticed was the sky was a lot bluer. I did happen to notice that I also get that large but faint red halo around Moho until I zoom in closer, and the atmosphere on Laythe seems to have a greenish hue around the edges, but those may have been present even without the RSS folder.
  9. I didn't install the RSS folder either, and I don't have any of those issues. Are you certain you need to install it even without using RSS?
  10. There shouldn't be any clouds on those moons to begin with. Were you playing around with the settings?
  11. Found an issue, not sure if it was reported yet. When using Force IVA & Force 1st person EVA, when you undock a craft , the cockpit disappears and you can't do anything. Even switching between vessels shows an external view of the ship but there are no portraits and you have no control over the craft. You must go back to the space center when this happens.
  12. Also, might I suggest another idea? Would it be possible to name the cameras in the VAB? Then when in IVA it could display the camera name at the top of the screen? When having many cameras, this would be immensely helpful identifying which camera is which.
  13. Thanks to your advice, I fixed the problem, but... The decoupler shown in the current stage is the floating node belonging to that interstage fairing adapter. When I decouple the node, since the adapter is still attached to the craft, the decouple staging icon isn't deleted like it would be for a normal decoupler. It gets left in the same stage as the currently active engine which confuses KER. I moved it back out and it fixed the calculation. It just means anytime you have a staging setup like this you have to take care to move that icon back out of the current stage afterwards.
  14. The orbit screen does a decent job of drawing your trajectory like the map view, probably wouldn't be too much of a stretch to implement a screen that also allows you to add and edit maneuver nodes. I've been messing around with Forced IVA, and the only way to delete nodes is through the map view, let alone adding and changing. We sorely need a screen to edit maneuver nodes!
  15. Are you running at a reduced graphical level at all? Any effects turned down in the options? Because that's almost what that looks like to me. The way my game looks, even planets and moons with no atmosphere have a slight 'glow' to them where the sun is shining on them, but it's never harsh enough to look like atmosphere.
  16. So are the delta-V calculations unable to take into account a Procedural interstage fairing base in between an engine and tank with crossfeed enabled? I think that's my problem here, it's not showing me the correct delta-V. It's showing my stage 0 delta V which would be for the docked lander. Here are a couple pictures. Apologies, but I'm running forced IVA mode so wasn't able to get an external view with KER info panel open at same time.
  17. I have an issue, but maybe I'm not doing something correctly. With RPM, on the vessel view screen, as soon as I go to part selector, it selects the pod as the active part, and only lists parts directly attached to the pod. I cannot for instance, select any engines, solar panels, or anything else not directly attached to the pod. Pressing the back button just goes back to the main menu. Using SuperHyomoto MFD configs. EDIT: OK, seems I have to go through and select part by part to get to the spot on the craft I want to select.
  18. Might be what's causing my crackle. If it's throwing enough exceptions to bog down the CPU's processing, it could be causing problems with the audio processing.
  19. I just installed the Lazor docking cam to test, loaded up the same craft, then undocked so I could redock. The Z axis doesn't seem to always work. Both the X and Y axis seem to work properly - rotating left or right increases the value of X, and up or down increases value of Y. This time however, the Z axis didn't change, it always stayed near 0 regardless of how high or low, or off-center I was.
  20. I haven't looked at the values yet, so no. I usually just have MechJeb keep me oriented parallel so all I have to worry about is translating into position. I haven't done a fully manual docking in quite a long time, but even then I usually just faced one craft normal and the other anti-normal. If it's getting the wrong values from RPM in the first place, there's probably little I can do. I can tweak and rearrange the displays as far as how the info is laid out, but anything wrong with the source code, that's beyond me.
  21. I made a slightly tweaked version of the SuperHyomoto docking screen. Basically just edited the overlay graphic to show the dashed line crosshairs like the real ones have.
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