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ATG

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Everything posted by ATG

  1. Thanks guys for the tips....will try both out.
  2. I'm having a blast with the Mercury-Atlas. Quick question: When would be the right time to drop the lower stage? Since the boosters and the main engine share the same stage/fuel, I'm unsure when is the best/most efficient time to decouple.
  3. Can't believe I missed this one...until now. Excellent mod, looking forward to your update.
  4. That's looking really nice Denny!
  5. Good to see another 3ds max user. Just a worthless guess...but try to make sure your HP model is completely enveloped by the LP model. From the looks of your viewport image, your HP model is too "exposed". Then re-adjust the cage as required.
  6. Nope, that's not the problem I am having. I tested on stock pods as well as user created ones (all with the same result)....and I made sure the ones I tested had an IVA. Tested on a clean install of KSP with only this mod and RealChute installed. In the example test below, I took the stock lander can and slapped on the Mk1-2 pod on top. I then transferred Bill from the lander can to the mk1-2 and no portrait update. I'll let the pic below speak for itself: In the same situation with the CrewManifest mod, the portrait updates.
  7. Thanks for the update Papa_Joe...downloading now. Bravo on the crew transfers! EDIT: Ok, after a very quick spin..there might be some problems with the crew transfer part. 1-Might need a "update portrait" button because when transferring kerbals the portraits do not appear at all. 2-Crew limit is not respected. You can transfer as many kerbals as you like even if its only a one seater. In addition, all the extra kerbals that were transferred disappear.
  8. Denny, that 2nd pic looks so much better. If I understand correctly, the 2nd pic is at a resolution of 4096x4096? I do 3d modeling but have no experience in KSP/Unity...IF you are allowed to use more than one diffuse map for the IVA - then another thing you can do is have one diffuse map @1024x1024 containing all the geometry with the text. Then a separate diffuse map @2048x2048 (or smaller) for the rest of the internals.
  9. Please don't take this the wrong way - I think you have done an amazing job with the LEM...but (IMO), the blurred text in the IVA takes away from the awesome job you did with the modeling. It makes the scene feel very blurry and low res. Also, if you look at the two buttons just below the vertical speed indicator you'll notice the yellow and black striped box around the buttons is very blurry compared to the same striped box around the staging switch prop at the bottom of the screenshot. The contrast between some of the sharp prop textures really stand out compared to the textures of the diffuse map. I read that KSP only allows for one diffuse map per part and I know crisp text would require much more UV space so I understand why it was done this way....wish there was another way. Edit: I just checked out some of the B9 IVA's and noticed more than one diffuse map...hmm that confuses me regarding the "one diffuse map per part" limitation as described in the wiki.
  10. Hey Frizz..I'm wondering if all of the issues you are having with the landing legs is a unity or 0.23 game related bug and not your animation skills? The author of the AIES mod seems to be having similar issues with his landing legs while updating his mod to 0.23: http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5?p=930563&viewfull=1#post930563
  11. He stated in the image caption "rough engines" and that he was in the prototype/testing phase. Geez. Perhaps you can make the J-2 model instead and save frizzank some time.
  12. Compatibility is the best way. In the Alcor MFD, you can pan any attachable camera (not just the Alcor attachable one). Why not use the relevant bits of that functionality from the Alcor MFD and transfer it over to your setup?
  13. @TimoV: I launch pretty complex craft without the issue you describe. Your problem might be due to hardware limitations. What are your system specs, including soundcard?
  14. Excellent work on the MFD...your setup is very intuitive and is now my preferred MFD layout thus far. I noticed you can zoom the camera view but no panning. Is this something you are able to add to your version of the MFD?
  15. Frizzank...love the new launch tower and clamps!!! A+++
  16. This mod is awesome! It adds very much to the immersion. Just wanted to report that this mod works perfectly without any problems (no lag, out of sync etc.). I am using this mod with new launch tower from the FASA mod...the tower and this mod were made for each other. I'm having a blast just launching stuff for the past 2 hours. Thanks Athonlic, hope to see this mod maintained for future ksp versions.
  17. Frizzank, have to thank you again for such an amazing mod pack. 2 things I noticed: 1) The Gemini docking cone context menu has two entries for "control from here". Does it matter which one I click on? 2) As of .23, any engine utilizing an Electric Charge resource needs to have isTweakable = false and hideFlow = true (optional) as was done with the vanilla engines...otherwise Kerbal Engineer doesn't report the engine delta V as well as disappearing CoM. I noticed the orbital berthal engine had such an entry...not sure if there were others since I didn't have time to check them all. Keep up the great work!
  18. Frizzank - those are some very 5exy legs you have there!!!!!!!
  19. Hey Bobcat, love all of your work. Just wanted to let you know that with the latest test version of the American pack I am getting extreme lag in the IVA of the Orion capsule - this is with no other mods installed. I don't think its the RasterPropMonitor functionality because I have used another mod that uses it without any problems. Keep up the great work.
  20. Awesome work as usual frizzank! Me too....I think the flag is a great addition to the capsule.
  21. Excellent work with this high quality modpack frizzank. This mod is one of my must haves when playing this game - Thank You! Some observations with the latest version: -Can't see out of Big G's crew compartment windows in IVA. The reflection is so high I just see solid white/grey all the time. I saw an old WIP pic in this thread where the windows had much better visibility. -The integrated footwells?/ladders on the Big G docking bay do not function at all. I remember seeing and old post of yours with them working.
  22. I really enjoy the quality of your mods, thank you. Unfortunately, I feel like I am cheating when using them. For instance, the Prometheus rover runs infinitely without the loss of power. I can add resource drain to the cfg but as you know, proper recharging via the solar panels needs to be done on the model level. Any plans to add this functionality?
  23. I can also confirm the laggy leg issue. Hoping you can find a fix since these are some sexy legs.
  24. Thank you for this excellent mod...I consider it an essential part of the game for me now. Just one thing to clarify: When towing other objects, should I be doing it in docked or undocked mode? Both ways work however I did notice that when in docked mode it is easier for me to tow large, heavy objects. Just want to make sure I'm doing things the proper way.
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