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elind21

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Everything posted by elind21

  1. I have had this issue with stock KSP before. i am pretty sure this is actually a Unity bug.
  2. This is redundant due to Lazor Docking Cam & NavyFish's Docking Port Alignment Indicator mod
  3. I have found a conflict with kethane, i posted a comment on spaceport.
  4. I forgot to mention this in the first thread, thank you to those who have done this already, but please write your scores and add up points in your submission. This assists greatly in determining if you are having a punt or actually submitting an entry. Thx, elind21
  5. http://forum.kerbalspaceprogram.com/showthread.php/38768-0-21-Editor-Extensions-v0-6-5-Aug-%28EdTools-Editor-Tools-replacement%29 see this thread
  6. That is what I was trying to get across. If you want to has a go... Is there a better word for cool? How about awesome!
  7. I have a problem, where i cannot drill kethane unless the drill as directly attached to a kethane tank! However this may be the issue! This is an issue in my little explorer probe lander, because I'm simulating "taking soil samples" using the drill and "analysing" them to find a positive kethane deposit. So, your telling me, my lander needs to be bigger. Hey Majir, can we have a probe sized sample drill? Or can I just re-size the small drill in a separate part.cfg?
  8. Ok, seriously now. RELEASE IT!!! I mean, come on, you got the redial attach working, at least patch that?!
  9. Sorry to burst your bubble, but biped means 2 legged.
  10. I did, I failed miserably, however it is achievable.
  11. I have tried, I have failed, but it is being dome by many DR fans.
  12. Just thought this deserved a mention on this thread: http://forum.kerbalspaceprogram.com/showthread.php/48854-Infernal-Robotics-Bipedal-Challenge
  13. Objective: Create a walking bipedal (biped means two legged) robot using stock parts and Infernal Robotics parts. Before anyone comments that this is impossible, it is completable. There are many experienced players who do this as a hobby. For inspiration see the latter comments in this thread: http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-8 This challenge will close at such a time as I see fit. So do not ask, however, expect it to be before November. Rules: 1. Must use KSP 0.21 2. Must use Infernal Robotics and Stock parts ONLY (NOTE: IR is actually required to complete the challenge) 3. Must be bipedal (for clarification: two legged) 4. No wheels (stock or mod) to be used under any circumstances 5. NO S.A.S., A.S.A.S. or reactions wheels to be used. (Torque MUST be disabled in command pods) 6. No R.C.S. stability control 7. Part Clipping is allowed 8. NO other hacks from debug menu allowed. (especially Hack Gravity) 9. Must be launched from SPH and runway 10. Editor Tools is FORBIDDEN 11. Drop (decouple) an item at launch to signify start point Scoring: Distancing Yourself (1pt per metre) - this is the distance you traveled from your start point up until it is impossible for you to continue (i.e. your vehicle breaks(must stop immediately) or you are unable to right yourself) Right Way Up (10pts) - includes functional arms to right itself (requires feature in video/screenshots) Diverse Joints (50pts) - use Hinges and Rotatrons in the design Put your Best Foot Forward (5pts) - includes feet attached to a Hinge or Rotatron Self Supporting (10pts) - no launch clamps or other support structures used to steady start Drunk and Disorderly (25pts) - walking appears drunken or clumsy How Do I Control This Thing!!! (50pts) - contraption is manned by 1-man lander can or external command seat Too Realistic (150pts) - resembles a humanoid (or kerbaloid) in design AND walking behaviour. Must have distinguishable head, neck, arms (2), abdomen, legs(2) and feet (2). The Innovator (100pts) - once launched and all other requirements are fulfilled, the docked to a craft and launched into space as parts of a larger mission. This is a chance for all the adventurous kind to show off their big space missions or their contraption in low gravity! (requires video, NO exceptions) Requirements: Either a video on YouTube or an Imgur album of screen-shots. Screen-shots required: In SPH, show design and name; on Runway upon launch, showing any support structures; walking off runway; righting self with arms (if equipped); furthest distance reached looking back toward start point with decoupled item targeted (or map view if you reached a further range) showing furthest distance reached. High Scores: 1.Version 2 of the AT-ST - 251; Wallace 2.first prototype - 90; MarkoeZ 3. 4. 5. 6. 7. 8. 9. 10. NOTE: Scores subject to change as more entries are submitted. Special Category: KAS Mountain Climbing - same rules as above, except allows the use of KAS and the use of a wheeled vehicle to transport to base of mountain. Use grappling hook, winches MUST remain retracted. Distance scoring based on distance from object decoupled at base of mountain. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
  14. If this is ok with everyone, (i.e. KospY) could I put my name forward to take over modelling and texturing? Also, would anyone be interested in working on the plugin? (P.S. KospY: I do not intend to take over or create a fork until such a time as you give explicit permission) elind21
  15. Cool idea. i would say get on with it but... I have a feeling this is going to be good. I guess I'll sit back and watch.
  16. COOL!!! Although, would it be possible to have it closer to the surface of the planet, having the grid hover above the planet has always given me a headache.
  17. try using the Carrier parts mod. http://forum.kerbalspaceprogram.com/showthread.php/24845-Boat-Parts-Carrier-Parts-R3-UPDATED!
  18. For some reason, I don't think Gilly is large enough to have resource deposits... It could just be me but in most cases of asteroids trapped by a gravity well, they don't magically create mineral deposits because they become a moon. (admittedly there are minerals in asteroids, but low quantities of many different minerals)
  19. If you want someone to take over, I am happy to do models and textures if someone else can do the plugin. Also, why not make it a community project?
  20. my output_log.txt is here http://speedy.sh/sBWhS/output-log.txt I hope this will fix the issue. Thx elind21 [Edit:] actually, fixed the problem myself. I remapped some of the Magic Smoke Industries attach nodes, and a craft within loading range ended up inside out. That probably explains why there are all the sound errors...
  21. Go to the rotatron CFG and add this line right under the node_stack_top line. node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 That will give you what you want. Do it for the other two occurences in the file. My DSL is acting up so I can't make the change. Thx
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