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Eskandare

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Everything posted by Eskandare

  1. I wanted to borrow a texture from Squad, so as not to violate copyright and IP, I tried using the following: MODEL { model = Eskandare_Heavy_Industries/Ground_Construction_Addon/Parts/WorkShop/WorkMid position = 0, 0, 0 scale = 1.25, 1.25, 1.25 texture = Squad/Parts/Resources/ISRU/Processor_Large } But it doesn't work. Am I doing something wrong or does this just not work?
  2. @Dux Aquila has a link to the mod posted on the last post in: There are community fixes but I'll post the CFG file to replace the originals. I was thinking of just making a MM patch.
  3. Actually, I found it I made the necessary modifications to make it work in 1.3.1
  4. BACK! From the dead! Here is a few snips from the new models I'm making for the 1.3.1 update! First a rebuild of the Firestorm Engine. I really didn't like the old model as much as I liked the remake of the MASAMUNE. Next up is the Fuel-o-Tron. This converter is designed to convert collected LH2 into Liquid Fuel. Yes, that means there will be collectors for collecting solar gasses from space! I'm in the middle of making Mk 2, 1.25, 3.75 versions and the various ram scoops. Included will be several fixes to current engines.
  5. I disabled part Gs but left Kerbal Gs, it's funny to see them black out while accelerating. Not like it matters, they're flying in a straight line.
  6. Does anyone have BahamutoD's drill parts? The link is broken and I can't find it anywhere else.
  7. So funny thing happened... I have the "parts break under G loads", I engaged the warp drive and boom all was lost in warp. Also the entire planet was engulfed in a warp storm (ie: warp texture was persistent).
  8. ATM isn't used anymore, everything must be converted to *.dds direct draw surface textures.
  9. I'll have to look at the configs to see what was done. Edit: Now that I realize that the syntax needed is already in stock.
  10. @Nertea Have any idea on how to make this work? I'm working on a Bussard Ram Scoop for stock. I have 1.25m version and working on a 0.625m and 2.5m versions. Edit: I see that you are also working on a similar project.
  11. Hello everyone, is there a way to force a generator to only operate in space or put a resource in space that can be collected by a generator?
  12. Whelp, time for me to make one. By the way, great mod, I've had a lot of fun with it.
  13. Is there a tweakscale patch? I want to build an exceptionally large airship.
  14. Thank you @linuxgurugamer this mod and plugin was missed very much.
  15. Hello! The reason I hadn't posted it yet was because it had a few minor issues. One you can't see it until it is too late and can accidentally crash into it, and there was a stutter from the extremely large full size model of the O'Neill Cylinder. I may just post it once I recover it off my other drive. I had plans to include a full city and a ring-runway for space planes. Overall I've been happy with my O'Neill Cylinder because it may be the first practical simulation of a 'Space Cylinder' and found many reasons why it wouldn't work or it would take quite a lot to adjust to it's quirks. The space cylinder model was originally a proof of concept. I am very interested in the Kopericus changes for Ringworld, perhaps it could come in handy with my O'Neill Cylinder.
  16. Hello! I would start by looking at one of my KRX config files, much of the sound module control was performed by the firespitter.dll plugin. @SpannerMonkey(smce) you certainly have permission to use my config files as a template to help understand the markup of the engine. Also have a look at the screws from my CVX mod, they're set up to push a lot, and I mean a lot, of hulky-bulky-mass.
  17. Hi, @RoverDude, I'm having a problem where once I weld the parts, the parts separate but the two sections drifting apart are still controllable simultaniously. Also, it throws an exception about rigid bodies. Here is the KSP.log Here is my mod list.
  18. Hi @Icecovery, beautiful mod! I was wondering if you could add an option to add similar features to the reentry shield for experimentality?
  19. Thanks @RealGecko once I have my whole package reinstalled, I am going to make some changes and fixes.
  20. Huh, I'll look into it on my next pass. Not sure what happened to that release.
  21. Thanks for doing that. I am planning to do some changes to rotors: adding engines that fit into the mk-1 parts and a new tilt rotor with an animation for those who don't use infernal robotics.
  22. What is your mod list? With all my tests, I have not at all seen the carrier hull sink.
  23. CVX 1.3 Update Version 0.13: 1.3 Compatibility and Fixes Fixes: -Fixed Fuel Capacity in Nimitz Hull -Fixed Engine Thrust Added: -Added Reaction Wheel to aid in turning -Added Support for USI Life Support -Added Support for Aircraft Carrier Accessories (Nimitz Catapult and Toy Box Catapult [for Future Top Secret Vessel] -Added Pre-made Craft Files -Updated Dependencies
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