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Mariner

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Everything posted by Mariner

  1. It sounds like CBBP is giving you a go ahead, Deimos007
  2. If you do have the time to work on this again, the SSPP would be majorly appreciated, CBBP. I'm half-tempted to try and get it working in 1.02 myself, but like you I've lost most of my free time as of late.
  3. So, the HOME download only has the Rover and Orbital Systems, correct? Was there an updated called HOME 3.0 or does that specifically refer to 3m parts, because even the folders in the OP HOME zip read as HOME2? Been out of the KSP loop for almost 6+ months, so please forgive me.
  4. Hope everything is okay on your end. Just got back into KSP recently, hopefully you still make mods despite the forum drama.

  5. Seconded on this mod not showing up on CKAN.
  6. This keeps bugging me while I do interior models for my (tentative) series of parts. I know the world scale for parts in relationship to the stock parts, but the size of the Kerbals during EVA throws me off. I'd really appreciate an answer from one of the devs or anybody who could guide me to an anwser. FYI, I have the in-suit height of a Kerbal at 1m. Just a rough ballpark between the part and EVA scales.
  7. No, you'll have to manually add/edit the new code to all non-stock parts, which is part of the reason I asked about support for the 0.5m set.
  8. Personal request, but I'd think it'd be a great idea to work with Taverius to combine FAR with his SpacePlane Fixes Pack, especially the fuselage and engines. Imagine the possibilities with the 0.5m intakes and engines.
  9. I'd really love to know which of these two are recommended.
  10. Can you use both the ORDA and Erkle docking plugins, or just one of them?
  11. Is there a consensus on how big the Kerbalnauts are? I'm currently using a 1m height, and building at "final" scale (meaning I don't intend to use the rescaleFactor to adjust the size).
  12. Sorry I'm late, but the canopy issues have been fixed. Thanks everyone.
  13. I'm in the process of making a shuttle variant of the MechJeb pod, but I've run into a snag. Apparently, there's no way to turn a .mu model file into something that could import or edit. My question (if there's no way to convert .mu) is where or how would I go about making the pod model match the surfaces of the Mark3 fuselage? Are there orthos or blueprints (not from the game, as those are in perspective) somewhere?
  14. Issue with the tiltrotor hinge. The outer hinge is a PITA to attach to, and the connections are HIGHLY unstable, resulting in flopping connections and explosions.
  15. I wish I could figure out how to build a helicopter that doesnt backflip and explode.
  16. How do I get OUT of the interior camera mode once I have it turned on?
  17. That is exactly what I was talking about, and I even posted a pic of it too.
  18. Vvaris, could you post the node_attach values for the SU_canopy? It'd fix my major issue with the cockpit. I can fiddle with the adapter myself. I'm sorry if I come off as a dick, but I'm really frustrated as to why the canopy part suddenly bugs out after having deleted the files several times and re-installing them. For what it's worth, manually editing the node coordinates in the cfg brings me withing about 10cm of where it should be, but having your values would help.
  19. Okay. There is NO change between the .4.0 and .4.1 packages. The SU adapter still lacks a rear attachment node, and I had to manually edit the CFG to get the back canopy to work. Are you SURE you're not mixing up files when uploading?
  20. The rear canopy node is wrong. Additionally, the SU fuselage parts need a major node overhaul. They do not connect without resorting to severe cheating, and this isn't desirable or acceptable going forward with these otherwise wonderful parts.
  21. I understand that, but the node is situated WAY too far beneath the cockpit to attach. Check your release package.
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