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Eskandare

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Everything posted by Eskandare

  1. Easily done with Kerbal Town, but for those who aren't sure about working with Kerbal Town I'll probably just add a spawn point on one of the pads. Then send a basic config file for the code to be added to future releases by AlphaAsh. The new KSC was made in SketchUp. The hate towards the program is because it is basically hard more for modeling and the program isn't too forgiving like Blender or Maya.
  2. Funny as you say this TouhouTorpedo's parts, still to this day work in KSP and better with a few tweaks and using "tweakable everything." Agreeing with ObsessedWithKSP, Just because Nazari isn't done, doesn't mean the parts are worthless. What do you think "isn't done yet" or "Beta" means? Just like KSP, it isn't done yet. Sorry Reaper, you're logic dosn't quite fit. Yup! I love Porkjet's work!
  3. I worked out how by using one module and combining the numbers. It takes a lot of config edit work on the welded part file, but it does work. Edit: Also You must combine the bottom hull and top hull seperately. Leave out the elevators, engines, rudders, arrestor cable, plane docks, and bridge. Add thoseparts after the weld.
  4. I built a couple of new bases. Edit: Actually, AlphaAsh, I was thinking, later on maybe have a "build it yourself pack" for those who are brave enough to, er... want to build their own bases, ie. basic runways, taxi ways and roads to add to your current set of assets. Maybe also a plain basic hanger like those on the Island Airfield outside of KSC (park aircraft in).
  5. I did that. Along with a total reinstall of KSP and it still has problems.
  6. Anyone have any idea why the parts list menu is not showing up? Also none of the parts are being displayed.
  7. I added and infinite fuel generator to the config so basically I can land, refuel and refuel an unlimited number of times. Helps my massive cargo planes. Edit: Oh never mind, it was already there. lol
  8. Good work on getting the tools. I miss having Krystal City installed and rescuing Jeb after drunken parties.
  9. looking good. I kinda pictured it on the shallower end of the island but now I see it in the mountains, I like it there better. Certainly needs a little bit more blending in.
  10. S.E.X.Y! A good place for that might be on the island in the middle of the crater sea. I put Ocean Odyssey just outside of one of the islands that make up the edge of the crater. I was planning to stick a satellite tracking station on the island. The carrier stuff is coming along but I still haven't heard from InfiniteDice.
  11. My probelm still resides with 1.7. Last night I updated all mods that use it.
  12. Parts Catalog was working fine for a while until recently where I'm getting this: [Exception]: LuaScriptException: [string "chunk"]:460: '}' expected near 'mapNames'
  13. I did a test import of one of the models. It works so far, but I'll need InfiniteDice's approval first before I can continue, they're his models and textures after all.
  14. Hi dtobi, I love KM but I'm having issues with random CTDs with my new orange tank fueled space plane. Does km_Gimbal_2.0.dll have issues with x64? EDIT: Just ran KSP with only KM installed. KM is certainly broken in .24.2 x64.
  15. Hey AlphaAsh, I've been playing around with Kerbal Town and got the hang of the controls and functions. (I added more palm trees to KSC) I'm thinking of taking InfiniteDice's aircraft carrier parts and making them static to make an aircraft carrier base. I think the elevator animations may be a problem also the arrestor cables. Other then that I think I could build a non moving aircraft carrier for launching small aircraft. Edit: If it works I'll ask InfiniteDice for permission to redistribute his models for Kerbin Side.
  16. I've noticed that KSPx64 loves to crash a random plugin. Generally it seems that unity fails to load a file as it is trying to address said file. It has been something I've had to live with. x64 will improve in time, maybe in the future KSP will be compiled to run on the soon to be released Unity 5 player. For now, the random Kerbally *.dll crash isn't too bad and not too frequent.
  17. Yes I'm using 64 bit. My B9 and D12 are not special. I just update the *.dll files, and the community module manager fixes.
  18. Hey Snjo, I've been playing with your ver 7 pre release. Good stuff, but I am curious about what causes the helicopter to flip end over end while flying forward, is it caused by blade length or is there a VNE for the helicopter blades? I am using FAR so VNE comes to mind. Also, when using FAR one has to be very careful with speed and maneuvers because the rotor gets destroyed by structural failure . Another thing, is it possible to put the new hover code in the old engine configs, or other engines? (For example turbine engines for VTOL jet craft) Also the old engines are no longer providing thrust. I'm at max throttle with 100% engine power on the limiter and it barely generates any thrust. What could I do to fix that?
  19. Looking great, Chris. I look forward to its release.
  20. If you're interested, I'll see if I can write you up a Raster Prop Monitor Config for your cockpits. I've been studying how the props go together.
  21. I just saw your v.7 preview. I, being a helicopter pilot and mechanic, I got very excited! I know it won't be exactly like the real thing but for Kerbal physics it looks close. Now I can build my Sikorsky style sky crane helicopter a bit better. It looks really good! : D
  22. Oh I get it now! It's a weeping angels reference.
  23. I know how you feel, my Kethane, EL mining base got put on hold too. Oh well beck to making more money via contracts.
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