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sirkut

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Everything posted by sirkut

  1. Cool thanks. I'm just now finally trying out various mods. I've been ignoring them the whole time essentially while I worked on everything.
  2. When I finish my break (I'm playing the game) from modding I will see about the scissor lift idea again. May require a few parts to put together in order for it to work.
  3. Are you using a less powerful decoupler? I know you had issues with it before. I wonder what it could be.
  4. Boom. I really should check this section more often. I started IR before that and never bothered looking there. Thanks Tiron and Kudos Majir!
  5. Thanks for the kind words but I must toot my horn a little louder. Warning, a lot of I's are going to show up. I did all enhancements to the code. I made all the models except for the gantry & telescoping piston were by VoidInfuser, the Industrial Hinge, VTOL Rotatron and Large Rotatron were Devos). I also textured (using Devo's amazing artwork) all of the models except for Devo's & 1 or two of the hinges as didn't have any textures to work with until Devo assisted me. I'm not devaluing what Devo has done I just want people to know I did more than what has been perceived. Now to get back on track. For me I'm not too concerned with mods dying off. Since I was used as an example, if the license allows it, I or someone will either create a new one or pick up where it was left off. I think the requirement is fine but should at least have a default license that is assume if the person hasn't provided one in the beginning. I think jumping down one's throat because they didn't list a license is a bit off putting and could chase people away. Plus it would be nice if there was a sticky that could list the various licenses and maybe a simple explanation as to what means what.
  6. Thanks for the kind words but it would have never happened if DYJ and r4m0n didn't set the ground work with the original damned robotics pack. Code wise they did all the heavy lifting. I just saw more potential and made more parts for it with a few enhancements to the code.
  7. There's nothing I can do to fix it at this time. I am still wrapping my mind around ConfigurableJoints and how they function.
  8. While waiting for KSP to load I got the link (I can't wait for the next update to fix this loading issue) http://forum.kerbalspaceprogram.com/showthread.php/34013-0-20-PartTools-GameDatabase-and-new-features
  9. Its not the spaceport one but the other. Notice the versioning number is 0.2.1?
  10. NoMrBond. I'm actually going to try what you have so far available tonight.
  11. OR you can use snjo's awesome Firespitter module and use it's FSanimateGeneric module (I prefer not having to close the cargo bay doors on the launch pad). You go to action groups and you can tell it to be deployed or not. Very useful. Comment out the entire MODULE {} ModuleAnimategeneric section and replace it with this (I'm also showing how to comment out the block):
  12. Not sure what it is but I would try using Infernal Robotics instead. DR hasn't been updated in a while.
  13. Feel free to take a different photo. I just did a quick one to get the size out there. I apparently had the capsule selected so it has that goofy green color tint to it too.
  14. I'm going to pass on the color. I wanted it to stay "stockish" but if Albert VDS wants it a different color it's up to him.
  15. WPA did a remake of the cargo bay. See of this one causes grief. http://forum.kerbalspaceprogram.com/showthread.php/47701-0-21-Wolf-Pack-Aeronautics-V1-1-Parts-Pack
  16. Couple of options. Learn blender and make the custom part. I haven't looked but someone has an app that will let you create custom part. Unsure if it does shield type shapes. Last I could take a look at the craft file and make a part for you.
  17. I finally created an aerodynamic camera part. I'm sending a link to Albert to look at.
  18. What Gristle said. They both will load "fine". Sometimes it may even show the correct size until you go to the launch pad. Just for quick testing purposes just add a 1 to the end of the name in the CFG. Make sure you also change the title to something so you can spot the different.
  19. You need to make sure that the names of both parts are unique.
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