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cappedu

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Everything posted by cappedu

  1. Absolutely Love the project so far but maybe two suggestions Is there any way to make the top of the landing leg section also a parachute and also a landing gear section with controllable rover wheels. You can make the wheels them self a separate piece and have them fold out. One last thing if you add the parachutes make them toggle so you can remove the from the tree for non-atmospheric landings. Keep up the good work and I look forward to you releasing this project.
  2. Its 2m or 2.0 the rescale I use with Procedural Fairings Base is "scale = 1.8, 1.8, 1.8" & MODULE { name = ProceduralFairingBase baseSize=1.8 sideThickness=0.10 verticalStep=0.2 extraRadius=0.4 } Stock examples 1.0= 1m parts 2.5= 2.5m parts
  3. Thanks for the info I think the lunokhod wheels may be broke can anyone confirm this.
  4. I'm having a issue when in orbit in the the Soyuz module if i go EVA my kerbal diapers or die anyone else having this issue.
  5. Have you thought about adding radial mount Drogue shoots to your pack I have only seen one mod that adds them to the game and its a re-textured stock part? Also maybe a sexy-er set of landing gear when ever I build a plane with your pack it brings tears to my eyes when I have to add the ugly stock gear to an otherwise streamlined craft.
  6. I updated the pack for my self back in .18.2 but could never get the intakes or engines (not sure if there where engines) to work. I had to change the Cfg structure edit the modual system from 17 to18 and add the part scale. All of this was done in txt edit on cfg files in pack and was very time consuming as I had to trouble shoot the node placement. Also don't worry if you can't get the SU style wings system to work as it was bug from the start. I no long have the files so don't ask for them as its not my mod any way just saying its not imposable to update with out any codeing or modeling just some good ol trial and error. In my personal opinion this mod would not be well served as an update it would need a complete over haul to utilize kerbals updated features better also the combination of certain parts as one solid piece would offer a more contestant build and perform better in kerbal (I.E. Su wing setup) this just my opinions and you know what they say about opinions. Also thank you vvaris for all the hard work and innovation you put into your pack.
  7. You can still use Mech-jeb 2 as a guide click the show nave-ball ascent path guidance button at the top of the ascent auto pilot tab un-click corrective steering then control your ascent path manually by lining up the two marks on the nave-ball.
  8. Antoine_Le_Grand Go for it. It will still be a few day before i get a chance to test it.
  9. System specs from dx dag. System Manufacturer: ASUSTeK Computer Inc. System Model: G74Sx laptop Processor: Intel® Core i7-2630QM CPU @ 2.00GHz (8 CPUs), ~2.0GHz Memory: 8192MB RAM
  10. You could down load a fps counter and help me test the KAS Home thing. It would be nice to have some data to compare.
  11. Mir currently has 3 KAS solar panels stock I have six on mine plus one kAS docking connecter on each modual for redundancy that's a total of 12 part using the KAS plugin. (no noticeable FPS drop) The most winches I have test at once was 3 daisy chained together attaching rovers the only fps lag i got was when i would sling the other two rovers around and cause some thing to blow up. (drops to 6 fps when thing explode no noticeable drop other wise) My rig is ASUS gaming laptop with a I7 a nvidia 560m gtx (2g) and a 8 g of ram. Can some one with a lower speed rig can you test this as well please. by the way the KAS plugin was updated since the last soviet pack its a lot less laggy now I used to get fps drop with old system but none now its like night and day. Edit: Running tests right now using fraps for a better read out my base line so far on maxed game settings is 60 fps Test Results MK1 pod no attachments 60fps base line. mk1 04x KAS stack winch + connectors 2 ea. = 60FPS with 1FPS drop on animation 2FPS drop on sway MK1 08x KAS stack winch + connectors 2 ea. = 59FPS with 2FPS drop on animation 6FPS drop on sway MK1 16x KAS stack winch + connectors 2 ea. = 58FPS with 3FPS drop on animation 10FPS drop on sway All results are on an average with +-3FPS tolerance. TEST Rig (78 parts)
  12. the last one was more of a posable solution to a previous post of yours using plugins you have previously used in other mod packs. The KAS solution sounds best to me a extendable docking port that you can attach in eva. Its only a suggestion thanks again for all the hard work you put into your mod packs.
  13. I will troll you by crashing the KSP forums. wait some one already did that plan B I give you Tribbles
  14. HOME 2 1) Is there any way to make the retractable landing legs, Rover wheels for easy of module arrangement on planet surface. 2) Inflatable modules i.e. Hab, Green house, etc. it would be nice if they all had some sort of use like the green house can slowly produce intake air. It would also be nice if the windows lit up with ambient light and have a small power drain (gives me an excuse to add solar panels). 3) Inflatable tunnels. KAS plugin- make them just like the solor panels attach then extend in EVA. Lazor plugin- make a docking port that extends like on the burn shuttle place another docking port at the base then assemble using a robotic arm.
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