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Sufficient Anonymity

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Everything posted by Sufficient Anonymity

  1. I'm not being really dumb and have misinstalled something - this just doesn't work in 1.4.3, does it?
  2. Proof of concept. Multiplying scale factors by ~0.8 seems to get MFD2 the right size to fit. This is currently a very quick-and-dirty direct config edit (it'll be MM-based on release, don't worry), and progress will be slow for the next 10d, as I'm basically using this as a way to take short breaks to stop myself going totally nuts whilst revising for vivas. Roadmap: Phase 1 - update all current stock RPM patches to use MAS MFDs. Will require concurrent MAS and RPM installation. Will not require me to learn how to use Part Tools. Phase 2 - later this summer properly update stock pods without high quality IVAs (between The Ultimate Shuttle IVA, Warbird Cockpits and Mk1-3 Pod IVA by APL, a number of pods are already covered). Resultant pods will not require RPM installation, and will have had props placed properly rather than a few things quickly changed in a text editor. Phase 3 - mod cockpits? Currently thinking giving at OPT at least the RasterPropMonitorBasicMFD to MAS_ALCOR_MFD2 substitution treatment.
  3. MOARdV - I was thinking of throwing together a (admittedly rather crude) Module Manager patch to replace the RasterPropMonitorBasicMFD with either MAS_ALCOR_MFD2 or MAS_ALCOR_MFD1 in the stock IVA RPM configs for those of us running RPM and MAS alongside each other. To save me some time working out scale factors, do you know what the dimensions of the MAS MFDs are relative to the RPM MFDs?
  4. This looks excellent - would be very happy to help with testing.
  5. This looks brilliant - really looking forward to release. Will there be switches and stuff above the windows too?
  6. I'm running 1.4.2 mods on KSP 1.4.1 - I've not noticed any game-breaking bugs, though your mileage may vary.
  7. Nothing stopping you building crafts with the two mods being used at the same time (the same as any other parts pack). Here's a Mk3 shuttle with Cormorant lifting body parts and OMS, stock main engines, and reDIRECT external tank and boosters.
  8. You can get at the old pod through the Tech Levels part filtering mode. I'd advise backing up all the files for the old pod so you can add it in as a mod yourself (really simple to do - should just be drag and drop to put it back) in the event Squad ever properly remove the old pod rather than just deprecating it.
  9. My little mITX photo-editing box seems to handle it pretty well - i7-7700, 16GB, RX470 - building it now I'd probably go Ryzen 2 rather than Intel though.
  10. Really loving the consistency between NF Structural and the station parts - one little thing I've noticed - the lights animation on the octogirders seems to be rotated 90o. Oh, and the new docking port alternatives are so much nicer than stock
  11. If I get a space in my name that should stop the annoying floating "y", right? EDIT: Thank You
  12. Given the very high quality of your other IVAs, I'd be delighted if you end up doing this
  13. Wow. That's unbelievable. That's flight simulator-levels of detail. Really excited about the Mk1 inline you posted earlier too (I'm definitely a spaceplane kinda guy). Will be sure to keep you posted about how it runs on my relatively powerful little Mini-ITX box post release (but it'd be a shame to prune out any props from it if it does run slow).
  14. Seems to be working pretty well in 1.4.1, bar the texture bugs on monitors that we're already aware of and that need fixing through RPM. On problem I've noticed - the seats seem to be rotated 90o anticlockwise in the Airplane Plus Mk1 Viewer's Cockpit.
  15. Ooo, that upper stage looks very very nice. Loving how this meshes with the Cormorant shuttle parts - I'm sketching out my career launcher family in a sandbox save at the moment - currently got a really nice family of launchers set up, with Ares I and V analogues, and a shuttle for when I'm feeling masochistic. Shuttle pictures
  16. Yes - I'm pretty sure that F1 in IVA gives a set of every RPM screen present in that internal view.
  17. Module manager 3.0.6 is still getting flagged on 1.263.659.0 here
  18. Ditto. Currently running 1.263.598.0 and still getting mod files flagged as containing Critet.BS
  19. Definitely a vote for Janitor's Closet - building felt really weird without it or Editor Extensions - thanks for updating the latter so quickly.
  20. Anyone else getting oversized RCS FX on the SuperDraco pods and thrust 180 degrees in the wrong direction in 1.4.1? EDIT: The cold gas thrusters seem to be working correctly, however - seem to remember some difference in the past with how KSP handles monopropellant and bipropellant RCS and their thrust transforms - wonder if that's what's going on here. Also seems I'm wrong about the thrust being in the wrong direction - just the FX is, as best I can tell.
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