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Gristle

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Everything posted by Gristle

  1. That is a stock crew can. It will not work with the LLL airlock without a config edit to add support for the Vanguard plugin. The below code will need to be added to the crew capable parts .cfg that you would like to use the LLL airlock / door parts with: MODULE { name = ModuleKrCrewCompartment }
  2. Looks good. Have you taken a look at Actions on the fly plugin? I would prefer having this style of activation than having another icon on the screen all the time.
  3. The part you attach the door or airlock to has to be crewable and the door/airlock has to be activated with right click menu.
  4. You could try using the Docking Port Alignment Indicator mod or Romfarers docking cam mods. Both of these are "helper" mods that still require you to do the piloting
  5. Here is the launch config for the Fatman-G. It will use about 1/2 of the main vehicles fuel to attain orbit. This is the launch vehicle used to put HabLack into LKO for retrieval by Fatman-G. This launch vehicle has plenty of fuel left over and this is used to refuel Fatman-G.
  6. Look in here: ...\GameData\LLL\Parts\Structural\LLL2x1to2-5mNew\Plates.cfg
  7. It is indeed, enroute to the Mun, Some details parts from Lionhead, MSI IR, B9, KAS and AIES. The heavy cargo lander I've call Fatman Tri-motor-G. Its hull is LLL with a mix of stock parts and at least 11 other mods for various bits.
  8. IMO this part, the ER-7500 Computer Flight Unit, is one of the most interesting objects objects in the game. It even has the ability to have the various animations controlled via plug-in.
  9. Lack - did you add IVA's to the crew capable fuselage parts?
  10. I take it this means the RealParachute plugin is required, correct?
  11. At what point during game loading does the plugin kick in and do its thing (after parts loading, before main menu)? Would it be possible to write a plugin that intercepts the parts loading and then would be able load parts and compress textures as they are loaded?
  12. Does this mod do the same thing? Can they coexist together to further decrease RAM usage? http://forum.kerbalspaceprogram.com/threads/49011-Testing-Compressing-Textures-in-Memory?highlight=compressram
  13. But you didn't answer the question of whether you would release the sources for KhaosCorp to update / maintain the DEMV line.
  14. Make sure you select "control from here" on the docking port of your controlled craft AND that you set the port on the non controlled craft as the target. Then change your camera view to "Chase". This will then put you in the proper perspective so that the translation keys make sense visually; "I" fires the top thrusters, "K" fires the bottom thrusters, etc.
  15. I've done this, but not quite how you describe, although I've attempted that method. The problem is the the fairing pieces have a very limited area where they will accept connections and its on the end. This is similiar to what you are describing:
  16. I seem to use at least 1 MSI part in everything I build. Some things I've done with MSI parts are, custom landing gear, extendable/retractable solar arrays, custom cargo bays, arms, cranes, folding vehicles, adding a bit of animation to non-animated parts, engine vectoring.
  17. Why? Not everything has to look 'stockalike'; FusTek, LLL, THSS, FireSpitter, MSI just to name a few have their own unique styles.
  18. SumGhai has said he plans on making this type of vehicle based on NASA's SEV concept. http://forum.kerbalspaceprogram.com/threads/30803-WIP-FusTek-inspired-station-module-variants?p=668918&viewfull=1#post668918
  19. Docking indicator for mono displays would be sweet. Be sure to include relative velocity and distance readouts.
  20. I just figured you were, you know, actually playing the game instead of developing. Congrats ZodiusInfuser - definite + for MSI
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