King Jareth
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Everything posted by King Jareth
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I've noodled around with KAS bays a bit using the Tri-Hex strut half sized bay and the fuel tank that goes in it to make EVA'able resupply in orbits* infact I'm doing something similar right now with oxygen & CO2 tanks to use with Ioncross (personal project, nothing to do with Tek Sample Collection). *-I'd really like to code something so that it was only possible in a low-G environment, preferabley taking the current G value and multiplying it by the parts mass and compairing it to a completely plucked out of thin air value a kerbal can lift. But I cant code for turd.
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No its just an animation and works from a gui button. I love KAS and adding grapple/attach to parts for eva, the idea of a sample container that could be taken back to orbit for less deltaV and transferred via eva had crossed my mind (but I thought I'd give Tek a break from my KAS fanboyism). KASPAR modules would make me giddy.
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Just a quick post to say hi, I'm the new guy on the team working on some models. A post like this wouldn't be complete without a preview so here's a short animation or what I'm doing right now https://docs.google.com/file/d/0B3itmwVtp9YqcWk3bmJzQTNyeFE/edit?usp=sharing and one of those fancy Sketchfab things The texturing works going on right now then I'll work on more sample collecting stuff. Thoughts, comments etc. welcome (I know some of the normals are a bit funky).
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
King Jareth replied to BlackNecro's topic in KSP1 Mod Releases
It goes in GameData not Plugin. So it should look like ....\Kerbal Space Program\GameData\PartCatalog\Plugins\Partcatalog.dll & Plugindata folder -
[WIP] THSS - Tri-Hexagonal Structural Strut
King Jareth replied to Semni's topic in KSP1 Mod Development
I was more thinking of the really small 'I' section beams and the black 'bumper' sections at the end of the parts. -
[WIP] THSS - Tri-Hexagonal Structural Strut
King Jareth replied to Semni's topic in KSP1 Mod Development
I'm guessing they have a pretty high poly count (the textures are small and plain colours). Some of the detailing could probably be replaced by texturing and mapping but it'd be a bunch of work to do now they're already made. -
I think (not tried it) it would be something like MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = RefinedBluetonium rate = 0.1 } OUTPUT_RESOURCE { name = ElectricCharge rate = 1 } } As long as you have defined Refinedbluetonium with a RESOURCE_DEFINITION in a cfg file and the generator has access to some of it.
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Not sure if this has been picked up but in the copy of the pack I have the half sized spotlight has a rescale value of 1.5 instead of 0.5.
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
King Jareth replied to nobody44's topic in KSP1 Mod Releases
Only glanced at the table (stock part because I dont use KW) but the numbers seemed okay, I was about to suggest a factor of ISP and Thrust... -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
King Jareth replied to BlackNecro's topic in KSP1 Mod Releases
I like your KSPX icon better than mine..yoink. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
King Jareth replied to BlackNecro's topic in KSP1 Mod Releases
Sorry it took a while longer than I though, I added a few more if that's any consolation I hope this Dropbox Link works. edit - Balls I forgot to do the Deadly Reentry one! Edit2 - Added DeadlyReentry and Ioncross icons to the zip -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
King Jareth replied to BlackNecro's topic in KSP1 Mod Releases
I can do but the ones in my post are linked to .pngs from my photobucket, you should be able to right click and do a save as. .. (On my phone so I'll edit a zip into here later). -
Looks like an epic mission. Loving the KAS/DR robot arm, I've used a similar combo to make an aimable grappling hook to deorbit debris (hot tip, put the winch on a clam-o-tron Jr and use the Lazer docking camera to aim). sumghai, have you though about writing some missions for your modules for use with the Mission Controller mod?
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Just a little change to the chatterer-part-patch.cfg, the "Mk1-2Pod" is called "Mark1-2Pod" so it should be changed to @PART[Mark1-2Pod]
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TR-2L Ruggedized Wheel
King Jareth replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
I get random bouncyness with them too. I made a half sized version with reduced mass and they are unusable on the Mun and never landed in the persistent file. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
King Jareth replied to BlackNecro's topic in KSP1 Mod Releases
I did some icons for the AIES rocket pack Not sure if I named them right but if you open the Catalogue.txt file, find the entry for your AIES tab (mines TAG AIES) and edit it to have "ICON AIES" as the second line. Edit - Did some for RemoteTech as well -
Hello. I'm using the KASModulePartBay module to make some parts with removable external tanks (thinking about maybe using them for life support with Ioncross) but I'm having a problem with what node the part attaches to. Do stack nodes have to be called node_stack_top or node_stack_bottom? I think that's the issue I'm having as the 'proof of concept' test part I'm using (the half meter bay and fuel tank from the THSS tri-strut mod pack) has multiple top and bottom nodes. I tried renaming one "node_stack_bay" and "attachNode = bay" as well as "attachNode = node_stack_bay" but the tank is still attaching to the one of the Top named nodes. Any help would be appreciated. Thanks. EDIT - I kinda worked around this by leaving the node I wanted it to attach to called "node_stack_top" and giving the others stupid names. Edit2 - Well that was short lived. If I have something attached to both ends of the stacking bay I cant re-attach the grabbed part for some reason. Edit3 - I Found this on the Wiki RE-node naming