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MonaBabii

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Everything posted by MonaBabii

  1. So knowing all of this information about costs... what exactly is the point in "upgrading" the first antenna to either of the dishes? D: I haven't gone too far into the Solar system yet, have only been to Duna and EVE so far, but the very first antenna you get seems to be able to send data all the way back to Kerbin with no problems. Does the first basic antenna stop working at bigger distances from Kerbin? (In my head it does sound logical that it would, but again, haven't been too far yet but I feel Duna and EVE are not exactly a step away from Kerbin either D: ) Thanks in advance. I've also been wondering things about the antennas. It was fortunate someone beat me to ask some of the earlier questions
  2. Well you don't really need a super special intense detailed model I mean all I'm doing is using the radial parachute package model for your EVA chutes, and the stock radial part isn't exactly a piece of 3D art what makes it work is the texture Edit: Also if I may suggest something for whenever you feel like updating this again, if ever It'd be great if you could take the parachute and then get back inside the pod/cockpit. This would be mainly so you could do things like... launch the game with an airplane, come out of the cockpit, grab your chute, get back inside the plane and take off. Only then I would dare use the ejection mechanism on an airplane xD
  3. This is exactly what I wanted Edit: Well I wouldn't call it horrible honestly lol, it just doesn't match any of the parts I use D: Edit 2: It worked Thank you!
  4. Hey! thanks for the speedy response! I think I will take those ghetto shurikens and save them for another request it looks like you gave me just what I wanted! but then again I'm slow at editing things so may not even work the way I want it lol, but I'll try it. What I meant is basically have one of the stock radial parachute models act as your EVA parachute part. Simply put, use the model of the stock radial parachute on your EVA parachute part. That said! Where should I add that entire code? should I start a "new line" to add all of that or should I replace something in the stock part.cfg's file? Thanks again EDIT: I think I understand now where to add that code, basically replace what's in the part.cfg's where it says "// ----- DO NOT EDIT BELOW THIS POINT ------". At least I hope that's it lol.
  5. I don't know jack about tanks either but everything in this thread is looking amazing, great job to the both of you and I can't wait to try these things Also, I can't wait to use the treads to give something like this a go @_@
  6. Heyas Kreuzung! Great to see this mod is still working, and it's still just as awesome That said, question: Is there a way to add the functionality of the EVA Parachutes to the current stock radial-regular-parachute model? Say, copy the radial parachute part and have the copy act as the EVA one? If so, would you mind running me through the steps? I'm slow when it comes to editing parts afraid of breaking things as I have a tendency to do D: Thanks so much in advance!
  7. Thanks again for the help Sol The mod works like a charm, although I have to say, not sure if it's just me but this is hard as hell to control lol. It's probably just me Need a bit more practice
  8. Thank you for the file upload LocalSol I have a question, as I've read somewhere that editing some game files may cause a bunch of issues D: What file exactly do I need to edit in order to add the new code? also which program should I use to edit it, and last but not least (as I've yet to open any save files), where exactly do you add the code inside the file? is there a specific area you need to include the code into or just a standard -scroll all the way down to the end and add the extra lines-? Thanks in advance!
  9. Great model so far and I'd agree on what Miniboyss said, and would add that it would be best if that blue tint on the windows matched the blue tint on the stock part windows so to try and have all glass' match
  10. Ok so I should put my sats at 1000 km... I'll have to give that a try. As far as positioning, how exactly do you do that? do you just launch sat after sat at 45 degrees from each other? say, 0, 45, 90, etc?
  11. I'm not really good at math D: as well as launching stuff into very high orbits *shakes fist at fuel consumption*, but... correct me if I'm wrong... if I were to set my satellites at 100km orbits, I would need around 20 satellites for a full GPS coverage, correct? Also what would their orbit º angle variation would be? or rather, have to be? Apologies and Thanks in advance for the dumb questions/very helpful answers
  12. Oh okay so turning that option off would kill any lag. Awesomesauce! Thanks so much!
  13. Thanks for the welcome and the tip in the quote. How do you turn the satellite dish off though? I tried right-clicking the part to stop it from mapping but didn't work.
  14. Thanks Emeegeemee! I assume once I map a celestial body I just need to use the GPS unit? I used Mapsat a long time ago several versions back, then I took a long break from KSP and now I just can't remember all these things for the life of me, or well, I have a vague idea of how things work just... not 100% sure, and I would like my new missions to not get screwed by a silly mistake thanks to my memory D: or lack of it.
  15. Hello! Question for all the vets using Mapsat, and apologies in advance for the, likely, dumb question or actually three questions; 1) What would be the best way to map Kerbin? Would it be efficient to do a near north orbit at 100km? or? 2) I'm using the latest version of this mod, the one found at SpacePort; Do I need to do any tweaking to the files in order for my satellite to find all the possible new anomalies since that version came out? 3) I saw a post or a couple where the person states that having a few sats working at the same time can start causing lag issues or stuttering and what not, my question would be, once I fully map say Kerbin, can I take down my satellite and keep the map, complete with coordinates for anomalies and what not? Or would it be a good idea to write down the coordinates to all anomalies and then take the satellite down? Thanks a ton
  16. Aw... okay. I was hoping that maybe by using the little ones you could sort of have the Lazor functionality but in a smaller scale, the part is not as big or bulky but you wouldn't have all the systems, just the one. Oh well, thanks, Romfarer I'll play around with the designs see if I can make them fit.
  17. Hello again! I have a little problem... Every time I try to put one of the tiny colored Lazor parts on a rover or an airplane (that is the little part, not the big circular part), when I launch, the Lazor instantly explodes :/ The explosion doesn't seem to damage anything, it just self-destructs D: Am I doing something wrong? is there a special way to be using those parts? The problem is I don't want to use either of the Lazor System parts because they don't go with my vehicles D: also they seem to be super heavy for some reason. Thank you in advance! ... And again, great mods Rom
  18. Phew. I'm not exactly sure what would have happened if I left the original changes there, but just in case I shut down the game while it was still loading Thanks again! Edit: Yay that works thanks! That seems to be a lot less than half the size, but it's actually kinda perfect Cheers!
  19. @Ariellus Oooh I'm gonna give that a try! Thank you
  20. Well, to me, it all works perfectly My only problem with the system is that I always try to stay minimalistic, even when I have to build a huge ship I try to stay to the smallest size possible and push everything together, so it all looks bulky and nerdy lol. Currently the way I'm using the decouple/weld options is with the winch KAS Mod, by mixing the Lazor with my little crane-like vehicles. I was trying to use the decouple and weld features with a trailer I made, a cargo with wheels that would have all sorts of miscellaneous parts that I could decouple with the Lazor, pull up with the winch/place them ontop of the vehicles, and then weld them. The problem with that is that the Winch system doesn't provide me with enough control D: On the other hand, your robotic arms, amazing as they are, they are a bit too large for me So I try to stick with the Damned Robotics parts. I hope you don't take any of what I just said the wrong way though, I love your mods and even while I may not use some, they still amaze me and I may even download them (like the robotic arms) if anything just to have them lol.
  21. Hello! First of all, amazing work on the mod 'been having so much fun creating crane trucks to try and fix and build rovers and what not, preparing for bigger projects outside Kerbin. The entire mod is great, and works almost flawlessly as well That said, I do have a question: The 'Stack Connector Port (0.5m)' part... I assume this part is not meant to be placed in hook bays, or even be dropped at all? When I undock it from the winch it simply goes through the floor, and when I put it in a hook-bay I cannot retrieve it. Again I imagine it's simply not meant to be used as the other parts but if so, the question would be 'Why?' The reason I figured it could go in a hook bay is because it fits perfectly in them, so I'm a little confused. Thanks tons for the mod, your time and effort 10/10.
  22. Thanks a lot for the rovers, BobCat Ind. I've been playing the game for a long while now, but mainly obsessed with planes and just sub-orbital aircrafts in general, until I saw the RAT and D.R.O.P.... then I HAD to try them. So my first time actually landing somewhere else other than Kerbin (Mun) was using your latest rover So thanks again! Some pictures in the following link for anyone interested: http://imgur.com/a/eCs0m Took me a while to figure the right balance for the D.R.O.P. with the rover inside, and then went for the easiest solution; strap the rover to the inside walls of the deployment pod with space duck tape
  23. Hello! Thanks a lot for the mod loving the lights! The only thing I didn't quite like was the color of the texture itself, texture on the object... so I recolored it to match the white color of most stock parts. I hope I'm not violating any rules or anything for posting it here, figured you may want them perhaps as an alternate texture pack or something! Do let me know if you want me to take it down! and apologies in advance! Texture Object On one of my aircrafts
  24. Thanks a lot for this mod Finally I'm able to build a VTOL plane closer to a Sea Harrier.
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