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Talisar

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Everything posted by Talisar

  1. The pack has been updated with Half-spherical versions of the small and medium tanks, as well as a version of the large tank with an extended centerline ring. I've also added custom radial mounts for adding parts to the tanks. The dry masses of the tanks have been tweaked (thanks taniwha!), and I've updated the alternate texture pack to include the smooth white textures for all of the new parts. Oh, I also lowered the impact tolerance of the tanks. They're still a bit stronger than the stock tanks, but they aren't quite so hard to destroy now.
  2. That is awesome, RoboRay! More to come soon, once I'm done fiddling with some things.
  3. Ok, quick update on my Hab module. Here is what I have so far, with my original style texture applied: I've also made a radial mount to go with it to help with attaching things to it, and it comes in 2.5m and 1.25 sizes: I'm going to start working on airlocks next, and probably do a surface mount one as well as a version of the module with one built in.
  4. You'd be able to do one cfg for each size tank (For example 1 cfg or LFO-full/LFO-empty/Mono-Full/Mono-empty), but I made each size tank with it's own model, so they have to have their own. I plan on condensing them down to this level in a later release, just haven't had anything good enough to add to it yet, so the update is still in the wings.
  5. If I recall correctly, there is a surface mounted airlock in the LLC pack. In any case, it won't be difficult to make both versions
  6. I plan to add handrails, and I'm thinking of making windows surface attachable as well. It increases the part count a bit, but I like the idea of the flexibility it offers.
  7. Ok, I've been working on another part to go in the spherical set. This one is a HAB module, and is the same size as my large spherical tank. At the moment, its set up as a basic crew tank, and I'm trying to decide whether to add a hatch to it, or make a separate hatch that is surface attachable so people can place it where they want. I am also working on some 2.5m and 1.25m radial attachment points that can be placed as desired as well. What do you think?
  8. These are definitely some nice looking parts. Keep up the great work!
  9. Yeah, it doesn't play nice with the 2.5m to 1.25m tricoupler from KSPX either
  10. Wow, you've done some serious work on this. Way beyond anything I had even considered tackling. I'll definately take it into account on the next update, and thank you so much for helping me improve this part! It is turning out to be much more popular than I expected.
  11. I really enjoy this mod, and even more lately with the possibility of adding/moving parts during EVA. I just had a thought, however Would this work if applied to struts, so I could make it necessary for Jebediah to actually go out and physically place struts to anchor things in orbit? I currently use DockingStruts, and I've tried the QuantumStruts as well, but I like the idea of actually having to manually place them while in space.
  12. In the part.cfg file for the Radial Structural Tab, you have the part name as "UDKLD_Large_Corridor_Module" instead of "UDKLD_Radial_Structural_Tab". This causes the part to show up fine in VAB, but when you go to the launchpad, the tabs become the corridor modules. Changing the name fixed the problem for me
  13. They are extremely tough, I have those values dialed up pretty high (Spheres are the strongest shape after all). I may have overdone it a bit though Even at these values, i've been able to blow up A LOT of them though
  14. This made me laugh so hard I had to walk away from the keyboard for a minute
  15. I couldn't find in that particular tutorial how to add the tags either. It makes it appear as if they should already be in place and selectable. I had to do some serious forum scouring before I figured out that they had to be added manually.
  16. Click just to the right of where it says "Element 0". It doesn't show it, but there's a text entry box there where you can add the tag. After you add one, then "Element 1" will show up under it, and you can add the next one.
  17. Click on the Add Tag at the bottom of the dropdown box you have shown in the pic. Then at the top of the TagManager list that appears, the first thing listed is "Tags". When you open that, you'll be able to add the Airlock and Ladder tags to the Element listings
  18. It's amazing how quickly the possible scope of a (relatively) simple project can grow so quickly, isn't it?
  19. This is what I was thinking. Another thing that I have considered is that the caps combined with the KospY's KAS module (as described here: http://forum.kerbalspaceprogram.com/showthread.php/25563-0-20-KAS-v0-3-Kerbal-Attachment-System/page26) would allow you to remove them during EVA if you decided you wanted to expand in a new direction.
  20. I've been working on some custom clamps for these tanks that would serve this purpose, but haven't come up with anything that works well yet. Another thing I've been considering is a type of mount that the large tank would sit inside which would have places to mount other items on radially.... Kind of like a big version of the existing quadcouplers but with a bowl-shaped frame on the top for the tank to sit in.
  21. Those are pretty close to the numbers I had been looking at as well. I'll change them in the next update. Speaking of updates, I've made half-spherical versions of the small and medium tanks and I've also made a version of the large tank with an expanded centerline ring at someone's request(It kind of looks like a UFO). I don't have pics available until I get home, unfortunately, but would anyone be interested in these? And if so, should I add them to the existing pack, or make a separate pack for them?
  22. I think he'll be ok, otherwise his kerbals would look much more worried. All 3 are having a ball, apparently
  23. I recently just made my first part for KSP, and the support that i got from people in the forums has been amazing. The main reason that I started looking into making my own custom parts was that I wanted to retexture a part that I had downloaded, but had no clue how to go about editing a .mbm file (I've seen the tutorial, but it frankly confused the heck out of me). What I was looking for was a way to have a consistant color scheme for the rockets I was building. After making my new part, I found that when using PartTools in Unity to export my part, I had the option to export the texture in .png format instead of .mbm. This allows me (or anyone else) to change the color scheme of the piece any time I want to fire up photoshop. Personally, I like the idea of people being able to add their own personal touches to a part that I've put out, and to this end I've included the UV templates along with the download to make this easier. My question is this: Is there any particular benefit to using the .mbm file format that outweighs this convenience?
  24. What I would like is some way to maintain separate designations for docked ships. For example, I'd like some way for the fuel balancer to know which cluster of docked parts is my "Station" and which parts are individual "Ships". That way I could bring up the station and the tanker I wanted to transfer resources between without having to figure out which tanks were on the tug docked next to it. I currently get around this sometimes by using different types of tanks on each ship, but I have certain parts that I tend to use a lot and it leads to confusion when I have 14 of the same RCS tank and I'm trying to find the blue glow on the correct one that I'm trying to transfer fuel into.
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