Jump to content

elind21

Members
  • Posts

    100
  • Joined

  • Last visited

Everything posted by elind21

  1. sirkut, could you please add a bottom attachment node to the rotatrons (the normal ones, not the vectoring ones) thx, elind21
  2. Ok, i have already said this, but could you please make a larger, "Heavy Edition" winch with a longer cable for large scale operations (e.g. reusable launcher recovery). This would be extremely useful because I am fed up with having to make adapters and radial nodes for the probe sized winches. I would like a 1.25m with a 100m cable and a 2.5m with a 200m cable. Also, maybe some advenced textures for the larger parts? Different sized attachments? More attachments that only work with the larger winch? Maybe a new model to accomodate the existing sized connector and attachments? Higher breaking strain? Please tell me what you think. elind21
  3. Sorry, had to type quickly before leaving for school. Also, this is well below my usual standard of work, but for unimportant things, I favour time over correct punctuation.
  4. ok, i am shifting in my seat!!!! PLZ PLZ PLZ release the test version! this will open up a world of oppertunities!
  5. F-16 is needed more than an F-18 also what about an F-111
  6. the only thing is, i am not having tipping problems, i am having sinking problems... maybe i could replace the structural fuselage on the side with the rockomax sized ballast tanks HL, could you create a Rockomax Jumbo-64 sized ballast tank? that would be cool. also some probe sized parts would be helpful
  7. @ romfarer Last time i counted, my mods are made up from over 14,000 lines of code. As much as i want to optimize i don't really know what is making it lag for you. For all i know it could be an exception that's causing it, miss configuration, compatibility issues with another mod, etc. If you can narrow it down it would be helpfull. i made a clean install of ksp, the lagging only happens when the Lazor System mod is installed. i have tried all your other mods, and none of them cause frame rate issues. if you want i could upload my output_log.txt somewhere?
  8. i am so going to create a curiosity rover using Infernal Robotics now...
  9. Also any ideas on how to have a plane take off while a boat fires a missile at it? Is there a plugin or something? I tried using mechjeb, but it says that I cannot switch vessels in an atmosphere. i need this for a cinematic i am replicating (see work war K ep 1 on youtube) Thx if anyone has any ideas!
  10. doesn't adding more ballast tanks just make it sink faster
  11. Romfarer, if you get a chance, could you do some heavy optimization of the laser system. I have one hell of a fast machine, but it still lags the **** out of it. I can have a hundred other mods installed and have no frame rate issues, but as soon as this is installed, 10fps or less even with a clean install of KSP
  12. Ok, I'll attach mechjeb and get back to you Shouldn't the structural fuselage have more buoyancy than the equivalent size liquid fuel tanks? Also it does float without the submarine ballasts attached, and I have used a similar design with the carrier parts in 0.20 where if there was insufficient buoyancy you would sink and be destroyed deeper than ~20m. Thanks to all the help, I will see what I can do. Also any ideas on how to have a plane take off while a boat fires a missile at it? Is there a plugin or something? I tried using mechjeb, but it says that I cannot switch vessels in an atmosphere. Once again thanks
  13. Plz Help it will not float!!! i have tried different tanks, more tanks, less tanks, even adding airship parts! but to no avail. it sinks as soon as it hits the water, PLZ PLZ help me
  14. Plz post the trial version on the front page, so anyone can test, and use a bug report system
  15. how do you change the bullet range? i need a longer range bullet for a "Kerbal at War" cinematic redux
  16. i never had issues in 0.20 or 0.19, just 0.21. what has caused the plugin compatibility issue?
  17. i figured it out. you have to rotate -90, then APPLY the rotation and rotate it back
  18. I am using Blender and Unity 4 I am having an issue where my object (fuel tank, just trying to be basic) is rotated the wrong way in KSP. i have tried rotating it on every axis in Blender and in Unity and there is no change. I marked a dot on the texture to indicate the top and it faces towards the player in the VAB (default viewing angle) always. adding to this is the fact that the attachment nodes are aligned as if the model is the correct orientation. Please help me. this is my first model and I am keen to learn and become a good member of the Modding community
  19. i have an issue where all of my objects are rotate 90 degrees of the correct angle. i am using blander and unity 4 and i have tried rotating on every axis in both (separately of course) anyone know hoe to fix???
  20. i have no conflicts with MJ2. also Majir, why not upload to spaceport?
  21. i already know this, i adapted many of the Bobcat ind. rovers to work with 0.20. My thinking is there was some bug in the initial release preventing certain mods from working? if you hear anything on this please let me know. also if anyone knows how to create models and plugins i would really appreciate it as i am trying to create a simple expansion pack to replace Damned robotics and infernal robotics all together. completely original models, textures and plugin. i have looked over certain aspects of the source code, none of it is very useful. the gui needs some work, as do the textures. the models are all a bit old also. me theory is to create a variety of motorised and non-motorised joints, hinges and the like in many different sizes for any application. my other guideline is that the parts MUST look like they belong in KSP.
  22. is there actually a difference between 0.20 .cfg files and 0.21 .cfg files? i have ckesked through old and new versions of B9 and firespitter and have found no differences plz help me, i need to know is some of my old mods require a complete re-write or a simple .cfg change elind21
  23. anyone got a clue when the 0.21 version of this is coming out? i also have a suggestion that we could have some scaled up winches to 1.25m instead of just probe size. the cable could be respectivly longer also, 200m instead of 50m?
×
×
  • Create New...