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MonaBabii

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Everything posted by MonaBabii

  1. I'm sorry but I don't think I understand what this actually is... It basically sounds like >This< to me, but I'm sure I'm wrong. Would you mind explaining a little bit more in-depth what exactly is that you're trying to achieve?
  2. +lo-fi Not sure if this will help for your parts specifically as it may be something else entirely, but I've found that in order to get TweakScale to work 100% of the time on every part without some symmetric parts being completely left out, I do the following: 1) Grab the part from the parts list with -1x- symmetry first (aka no symmetry). 2) Place it on your craft anywhere you want, remember to place it without symmetry. 3) re-take that part and apply symmetry, then put it back down. 4) Finally tweak its scale. Same goes for people using KerbPaint and experiencing issues when painting symmetrical things... well not the same thing but there's also a quick-ish work-around for a similar issue. Let's say you're painting a pair of symmetric wings on a plane: 1) Paint one wing however you want it; create your custom color, paint as many layers as you want (primary, secondary or tertiary). Doesn't matter which wing you pick first. 2) Once the one wing is painted, re-open the KerbPaint window on that first painted wing and click "copy set". 3) Open the KerbPaint window on the symmetric clone of that wing even though it will appear to be correctly painted at first. 4) Click Paste Set once on any of the layers (primary, secondary or tertiary), and then select a second layer (say you first picked the primary color, now select the secondary or tertiary) and click Paste Set again. That will successfully apply the entire color set of the first wing and ensure that your craft will be fully painted when in or out of the assembly buildings and safely saved. Hope that helps
  3. The "unincluded" features are just convenience things that one could argue are out of the scope for the mod I mean the mod works perfectly for me and aside from being unable to paint a mod part because there is no direct patch for that mod, I can do exactly what the mod is made for, paint parts. Mod does not need a replacement, and this is exactly why I don't think anyone will go out of their way to basically make a clone of it A fan-made update though, I'm all up for that ^^. In any case, because of possible bugs or possible new patches for paint-able mod parts I think it's even bigger a reason to keep the thread open, so people can discuss and share within the same mod's thread. Now a new thread that has, say, a link to every patch made on the first post, now that could be very handy As for part patches, I think I may tackle a couple of those myself. I enjoying building things in KSP and I find myself often needing to paint a part that is not currently paint-able, so I might just make a few of my own and post them here. Not entirely sure when though. Cheers!
  4. It does have some bugs, I'll give it that but everything I've encountered has a work-around. For example if you are painting a wing that has a symmetric clone, you simply copy the set from the wing you first painted and re-paint the cloned wing with the paste set button, even if the wing shows already painted. The other bug is with the copy set itself, and the work-around is to simply click the paste set button once on 2 of the 3 colors available. For instance, if you copy the set color for the wing, in order to paste the set on the cloned wing you pick any of the 3 layers (primary, secondary or tertiary), click paste set, and then pick another layer and paste the set again. It *is* a bit of a hassle but at least you don't have to repaint the entire part all over again or re-create your custom color Keep those 2 tricks in mind and paint will work 100% of the time =D
  5. KerbPaint still works like a charm, why close it? I think if a moderator is going to close this thread in lieu of another it should be for a thread that actually already has the "new" mod available, otherwise it's unreasonable. If anything what this thread needs is savy people making patches for more mods though I think the main problem with that is that mods and the game itself are in constant change still.
  6. Hey +lo-fi? Do you know how could I go about adding KerbPaint compatibility to the repulsor parts so I can paint them with the rest of the pod? I'm fairly decent playing with 2D art/textures and what not, but little to no clue about modding KSP, and even if I need to save the file in a specific format or with specific layers or something. If I could manage this I would definitely post the required files so you can use them if you like. Some of my pod racer's parts are ruining the racer's color scheme and stick out like a sore thumb xD: Thanks in advance The other possibility is I could just probably edit the texture files of the individual parts to paint them the color I want them, but it'd be nice to be able to choose your own color through KerbPaint.
  7. No crashes here and it even has a tiny winch with a grappling-hook under the pod to anchor itself when at a full stop. It flies like a dream ... Now that's not to say that in order to reach that Mark (14) I didn't already irradiate the entire continent of Kafrica but ... they'll be fine.
  8. Hey! Loving the mod, it's amazing I have to admit I haven't even touched the wheels, but the repulsors... so much fun Here's my take on a pod racer with many thanks to m1sz (Gracias ) for his Youtube video and/or whoever did it first It was a pain in the rear to balance it out and make it fly as it flies now, like an absolute charm, but it was fun as hell to work on
  9. +Baha Good to hear about the replies However the one about my plane unable to Taxi in a straight line... I did read that reply post of yours and pretty much all of them. Got all of my plugins up to date, the wheels are perfectly aligned (edited my post with pictures) and the plane's dry and wet centers of mass are rock solid too (plane is just as stable when completely out of fuel, in VTOL mode even). So still not sure what could be causing that sadly. Perhaps an affect of the low FPS issue I'm experiencing But thanks for the replies!
  10. Thanks Yeah I've seen you several times in chat, also asked a couple questions too. Das is the one who indirectly pushed me to get KER I was so intimidated by the mod before, and still am but at least now I know just a little bit more than I think I can probably maybe manage eventually xD
  11. Finally installed it Some of the things in this mod are driving me insane lol but it's for the most part fun to learn Question Cybutek, as I'm used to modding games but KSP is unlike any other lol: In order to update KER I just replace files, right? Thanks in advance for the reply and the mod itself It's great! But I'm gonna have to continue watching Das for a very long time xD Not that I mind that but.. yeah, I'm so bad.
  12. I'm all up for clearly loud things making actual loud noises and the noise the gears make when raising or lowering is just fine for me What I'm talking about is that very specific impact "Bonk" noise lol, it sounds cartooney almost.
  13. Hey +Baha, 3-4* things to report unsure if they've been mentioned, and do let me know if these are things you would need a log for or whatever, I'll provide whatever needed! 1) I have my plane's #1 Action Group set to "Taxi Mode", in which all 3 wheel's motors and the front wheel's steering will be toggled On. This works only until I raise and lower the landing gear. Even just sitting on the air-strip I can tap G in quick succession and suddenly the wheel's motors will stop working. However the steering still works. -Gear's motors stop working after raising and lowering the wheels once. 2) Whenever the motors are working (aka when the plane spawns, before raising/lowering the gears) and I press W or S to run back/forth, the plane will not move in a straight line (unlike using the Stock game's landing gear or B9's); when I hold down W or S the plane will move forth and automatically steer to the left. NOTE: This also happens when I disable Dynamic Steering (whatever that is ). -Craft will not taxi in a straight line using the landing gear's motors. 3) Whenever I'm inputting anything to the landing gear (i.e. holding W,A,S or D for motor-movement) my FPS suddenly drop and tank at what seems a solid 15 or 20 (maybe a little less or a little more, not entirely sure). I noticed this specifically whenever the "Taxi Mode" was On (all wheel's motors ON and front wheel's steering toggled). -FPS Tank/Drop whenever the landing gear are receiving any kind of input on my end. 4*) Not sure if this is on purpose or an issue but going to mention it anyway just in case: Whenever I raise or lower the gear I hear a rather low pitch, slightly reverberated metallic 'Bonk' kinda noise. If it is on purpose I'd love to know what's actually making that noise Not knowing why would the gear produce that noise and hearing it every time I raise or lower them is very distracting xD Though of course I'm not demanding an explanation here, just would like to know if possible Thanks again in advance for the reply and a ton for the mod and your time! And as I said, if you need a log of me going in game and reproducing all of these things I can do that, just let me know! Would love to know if I'm the only one experiencing this as it could be my game due to some other mod, not sure! P.S.: The plane is making use of the F-22-eske cockpit and a few missiles and mini-gun. I believe those are all yours too correct? EDIT: Here are some reference pictures to show the dry and wet center of mass of the craft, as well as the wheel's alignment: Profile High. Profile Low. Frontal.
  14. Hey! So I just recently stumbled upon this mod after seeing someone mess with the wings in a Youtube video, and it looks awesome However I have a question before downloading it, if anyone knows the answer I'd appreciate it! Does it work correctly with N.E.A.R.? The reason I ask is because I've been reading a few comments and apparently there are some compatibility issues? Thanks a lot in advance!
  15. Gotcha, thank you I can't see the version for the .dll itself I don't think? But I'll trust you
  16. Thanks +Baha Will do! I figured the best thing was to use the .dll in the latest file updated, but you never know if you wanna be 110% sure! EDIT: Hmm, the Firespitter download you link to in your OP is pointing at a Firespitter version that says it's for 0.24.2, not 0.25. Is that right?
  17. This is amazing @_@ I can't wait to give them a try! Question though about the animations plugin: I already have a ton of your other mods, including the one with the CritterWalker and I believe that's the pack that already comes with the animate plugin. Is the .dll in *this* download superior in version or are they the same? Thanks a lot in advance! My KSP install hates you for all the parts you're making me install xD
  18. +katateochi I was thinking about the reason you actually removed the "Skip" feature in the craft edit pop-up, and I was thinking maybe an option in your account's settings could be a good idea. The option would give the user the ability to see more "advanced" features for the page (with the appropriate "warning" next to the advanced setting's checkbox). Within those advanced features you could include the Skip button and perhaps other things, maybe a button to edit something that you may currently have it set so people can't edit it fearing they'll screw something up, or something. Also a bit of a more complex suggestion would be the ability to simply include full IMGUR albums into one of the editable pockets in your craft pages, kind of like the [imgUR] album tag here at the forums so there's no need to copy each and every one of your images after uploading them some place else. These are just suggestions though It's not the end of the world to not have that Skip button, and copying image links doesn't take that long. It's just little convenience things that would be neat to have
  19. The link I ended up with was: kerbalx.com/crafts/craftNumber?message=upload+skipped ... where "Number" was the number of the craft uploaded I believe, but this was a couple days ago and can't remember exactly what was it Only thing I did was whenever I had the craft edit pop-up open, I hovered my mouse over the cancel button to see what the link was, and then with that pop-up still open I went to the address bar, typed in the "cancel" URL, only instead of typing Cancelled I typed Skipped. That's all No attacks, no intricate savy stuff that are completely out of my range of knowledge lol (not entirely sure what the developer console even is ). Good to hear you're feeling better!
  20. Hey Just downloaded and tested this, and it's amazing ^^, for some reason I have so much fun with modular things, makes me feel like a rocket scientist to put legos together and play astronaut I do have 1 single request: Could it be possible to make a variation of the Maintenance Hatch that maybe has some tiny explosive bolts on the corners? so you could, say, open the hatch from a command pod or via a signal from a probe module? There wouldn't be a need to even make this variation "grabbable" via KAS, because the one reason I'm suggesting this is so the box could be used for other things. For instance it would be amazing to use it to deliver stuff, maybe tiny rovers and such? I know it's probably not what the mod was intended for but right now this mod provides the most awesome delivery crate out there xD and if it wasn't for the fact that it needs a kerbal to open it, it would be perfect! Even more so than it already is in any case Either way, thanks a ton in advance and keep it up Get well soon! And thanks a lot for the mod =D EDIT: I edited both the Frame and the Hatch parts to increase their crash tolerance to 80 from 8 and 3 respectively (same tolerance as the squared metal plate part thing, as these parts look even sturdier ) and then added the following to the Hatch's config. file: description = This is a service hatch to cover the modules in your BoxSat. [B][I]It now also comes built-in with tiny explosive bolts designed to jettison the panel remotely. Note for Jeb: Stop angling the frame towards the ground before triggering the charges; this is not a toy![/I][/B] crashTolerance = 80 fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple [I]//Not savy enough to properly modify the specific numbers/location for the smoke particles upon decoupling, but looks fine as is. Copied from one of the stock mini decouplers.[/I] MODULE { name = ModuleDecouple isOmniDecoupler = true ejectionForce = 150 } [I]//150 ejection is a little much when you're using the default mini size for the frame unless you turn S.A.S. on xD but I plan to use it for slightly bigger things, so it's no biggie [/I] The result: the hatch is not only grabbable as it was before but can now be jettisoned like any decoupler or shroud Still, would be great to see this native in the mod itself as an alternate model for the hatch --- A little something to report on the side: When testing if the decoupling tweaks would work I found that if I grab the box's Frame as the first part of the craft/root part, and then tweak it's scale, whenever I launch the craft the Frame's size will revert to the tiny default. This is likely an issue with TweakScale, though I don't know, I've no clue about programming and such Just mentioning it because I seem to recall reading somewhere that you mention picking that part first and then the probe module. Might have been the quick-start in the read-me. Nothing major though can circumvent it by not having the boxsat parts being picked first. Cheers!
  21. It did work though! Suddenly the craft window closed (without reverting my craft upload) and the craft remained in my crafts section (I think it was the Crafts section, could've been my profile, can't recall). Whereas if I had pressed the X button to simply close the window it wouldn't have actually closed it, and pressing cancel would delete the upload. It does make sense that the change in link would only change the "message" come to think of it but it did work xD accidentally perhaps, or perhaps just something else happened and that was just a coincidence of sorts. I deleted/cancelled the craft afterwards because it wasn't actually a new craft, just a test to see if I could update the first one that way. Either way, great to hear about the craft-update feature coming up and hope you get well soon! Cheers!
  22. What would that patch do? I went ahead and tried to download the KAX mod, and so far it's working fine! I simply removed all other parts that weren't that sweet nozzle which was all I wanted and it seems to be working really nicely. I attached a tweak-scaled (down) rotatron to the plane, and then the jump-jet nozzle to it and it's just like the real thing . Again though, something like this built-in natively for the mod you linked me to would be amazing, and while I don't understand anything about modding or coding I can *see* that it shouldn't really be all that difficult But yeh not sure! Just saying what I'm seeing xD Thanks Kerba Yeah that's usually what I do for VTOLs as well. This time however I just wanted to find a part that looked like the Harrier's nozzle specifically, knowing that I had already spotted the thing I just needed a little help to find the thread again as it was a little buried into the forums, given it's not getting very many comments. Here's an album with the plane I made along with that nozzle (it's on the final few pictures as the VTOL model is another Mark entirely):
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