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Posts posted by ZobrAA
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6 hours ago, Starstrider42 said:
I've returned, bearing gifts!
Hallelujah! Thx alot!
Only two quick questions:
1) Any plans for adding custom huge, enormous and even colossal sized asteroids models like in good old Asteroids mod:
2) Lets say my custom Kerbin is inclined 45 degrees. Is it right, that I need to correct config for near-Kerbin asteroids like this?
inclination { avg = 45 }
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1 hour ago, blackrack said:22 hours ago, ZobrAA said:
Scatterer sun glare bug:
Does this happen at any distance.
Hmmm, actually no. At some point, maybe 200-300m zoom out from the ship, sun glare covers fairing too...
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@linuxgurugamer some bugreport: settings.dat file generates in \BetterTimeWarp\settings.dat ignoring existing BetterTimeWarp\PluginData\settings.dat
PS: Thx for your effort!
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27 minutes ago, magico13 said:
Hey look an update! I'm not dead!
Yay! I knew it! THANK YOU!!!
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Hi guys! Can anyone share last working recompile for KSPv1.2?
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8 hours ago, DrunkenKerbalnaut said:
Hey @ZobrAA, what are you using to see colliders in SPH/VAB? Is that an AltF12 thing?
6 hours ago, SpannerMonkey(smce) said:It is likely to be sarbians DebugStuff
It's a Collide-o-Scope - the musthave mod for precise engineering
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6 hours ago, DrunkenKerbalnaut said:
We will reach a point of fine tuning the performance and appearance, but we haven't yet. This mod will remain humble. Structural parts. They are the duct tape, not the laser welder . And the last thing I want to do is break .craft files so soon. So pretty much all the optimization will hit at once.
Good to hear! I look forward for that
6 hours ago, DrunkenKerbalnaut said:What have you been using the tubes for?
Just tried at the moment, but for a long time (years actually) there was some thoughts about more light and versatile alternative of stock beams... Definitely rollcages, also as KrakenTech(tm) components and whatever But for all of that mod parts must be good optimised and finalized, because partcount and real time cost for complex crafts is usually huge and it's a pity to lose engineering progress after craft braking update...
"Time not important. Only
lifequality important" (c) -
Cool idea! But:
1) Far not optimal colliders - simple boxes are preferable for hight part count craft instead of spline based pills.
2) Need colliders size and nodes (to size0) unification.
3) Need more accurate mass ratings, based on real volume to be comparable with stock structural beams/gurders
All above is IMHO
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I just leave it here:
My suggestion for KerbNet Controller toolbar icon: https://drive.google.com/open?id=0B5-E-xsUCAQaZzJJb2FLYjhOTDA
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So sad without Sensible Screenshots...
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On 07.11.2016 at 7:44 PM, RoboRay said:
Hmm... I wonder if it could be possible to move the 2.5m command pod's hatch and ladder to be centered on the ventral side instead of offset in this mod.
This is already done in Stock Replacement Assets :
Spoiler -
8 hours ago, Skalou said:
i made the part for the Mk2, here is it if you want to test it before i release it
Yes, that's it!
HappyFace ^___^
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2 hours ago, Skalou said:
Yes, why not, good suggest! the harder will be to find a name for this mod
Thx! About mod name, what about "Extra Hatches Mk"?
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44 minutes ago, magico13 said:
It isn't updated to KSP 1.2 yet so it definitely won't work yet. I've barely been at a computer for the past two weeks so I haven't gotten a chance to work on these.
It's ok, no worries, we'll wait
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Sensible Screenshots did not working for me... KSP 1.2.1 x64
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19 hours ago, Skalou said:
The Mk2 already has a working hatch on the top, what do you would like exactly?
I mean this:
So Mk2 crew tank is opposite to Mk1 crew tank - working top (side), but no working back (stack) hatches...
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@Skalou, Yes, YES! Thx you, sir! Can you also make working stack hatches for Mk2 Crew cabin? Please, PLEASE!
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@Tokamak, sure! There a simple guide in the KeepFit topic:
QuoteHow to add the KeepFit part module to your parts
Whilst KeepFit makes a wild stab in the dark at choosing a reasonable fitness level to apply to crewed parts, you probably want to add your own configs for your favourite parts if you feel they shouldn't be assumed to be 'cramped' (by default all crewed parts are cramped, as per the Mercury quote 'You didn't so much get into it as wear it' (though dammit I can't find the original quote now).
Using modulemanager scripts, you add the module which allows the activity level to be defined for a part, which then goes to affect how quickly your crew's fitness degrades. See below for an example. All you have to do is create a .cfg file, and replace the named parts in the example with the part name (from the part.cfg file, not its name in the parts list in the editor), and choose an activity level for strActivityLevel from the available :-
- CRAMPED
- COMFY
- NEUTRAL
- EXERCISING
// slightly better @PART[mk2LanderCabin] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } // even more palatable @PART[cupola] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } }
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@gomker, @Ser, I would like to see your collaboration on this mod guys! Because I feel need for functionality like this. I don't know why I did not see this mod earlier... I did not test this yet, but I will ASAP
Suggestions:
- Make MET (mission elapsed time) timer freeze on parking - so you actually can see, for example, how long it will take to boost back and land first stage from the mission start and such.
- Option to park vessel via action groups for fast operations in-flight.
- About addind park functionality to all pods - I would prefer an option to integrate this with antennas since antenna part will become an absolutely must have in near future of 1.2. And because pod parts usually nave a HUGE list of actions - easy to miss-click.
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On 08.07.2016 at 11:37 PM, Pak said:
Couldn't sleep so I started a separate project I've had in mind for a while. The Weka Shuttle! (X-20)
The goal would be a handful of parts to make smaller shuttles (1.875m) earlier in the tech tree aimed at small 1.25m payloads, crew, and tourism activities.
I'll mess with it more after the 1.1.3 update (decoupler and little fixes).
Just some pics for mini-shuttle inspiration
More pictures: [Imgur](http://imgur.com/a/byM5K) -
1 hour ago, Aelfhe1m said:
@ZobrAA have a look at Modular Fuel Tanks (or Real Fuels). Their tanks can be configured to hold multiple resources (including electric charge and life support) in a single part with the available volume divided up however you want. You could then have your resupply vehicle have a MFT for consumables and a KIS container for spare parts.
Thx for advice!
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Blast Awesomeness Modifier (BAM)
in KSP1 Mod Releases
Posted
@linuxgurugamer, you sir are even more awesome than this awesome mod! You are our saviour keeping so many cool mods alive! Thx a lot for your priceless work!