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Aknar

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Everything posted by Aknar

  1. I'm not even talking about looking through the lens... When I'm in the usual 3rd person mode, the ship rotates and moves slowly/gently and and randomly changes direction at any moment. It makes the telescope unusable since it can't stay put for a second. Even SAS can't put a stop to this invisible force playing spin the bottle with my telescope.
  2. Could you make a compatibility patch for "ProbeControlRoom" that makes probe IVA's possible. It's odd to have the control room shaking. Disabling it would be a first step and finding a way to add the shake to the cameras instead would be great. The cameras are from the RasterPropMonitor mod.
  3. it's neither of the two, it's obvious form 3rd person view but smooth, not shaky. It drifts completely off, changing orientation without any input. And with SAS on, it's shaky at best, you can see the ship try to wiggle free of sas locked point.
  4. My bad, I got rid of scaleexponents.cfg with the rest since I'm applying the mod to everything. It's not perfect since as you said, it's more adapted to have different types of scaling for different parts and that's why I was asking for the code to attribute different scale types (free, stack, surface) to different categories (fueltank, utility, ...) This could help a bit even if there would be plenty of exceptions. The ideal solution, I believe, would rather be to consider the parts depending on their connection nodes (radial, stack, ...). Radial would be free scaling, stack would be stack obviously and if they use both node types, then use surface. In any case, freescale for all parts works pretty nicely even if stack or surface would be more precise and adapted to some parts. I'll stick with this, thanks for your help
  5. I can't find the info concerning this in OP. Must be vibrations but it makes the ship slowly and smoothly drift in a random direction then another. (Very nice pics by the way ) Edit: reloading vessel doesn't help
  6. Yeah, I tried and it doesn't work The solution above (@PART [*]) is the one I was using but it's not convincing as engins and other variables don't change when you rescale so it's kinda cheaty in some cases and useless in others. There must be a universal solution to rescale any part considering what type of part they are first. This mod would be the most useful mod I know if it could do that and consider every mod automatically.
  7. I'm having a strange bug. The telescope starts moving randomly in space and can't be stopped with SAS. I only put parts from your mod, and stock on craft...
  8. Strange, I thought this would already have been asked... I'm trying to add this functionality automatically to all parts in order to include any mod parts. I started off with the basic: @PART [*] { MODULE { name = TweakScale type = free } } But as expected, it wasn't adapted for engines and fuel tanks (bugged out). I tried "type = stack" expecting the contrary and that was what happened. It was pretty obvious I had to group them in categories. Problem is, there are two different type of categories: Sub categories: Pods, Propulsion, Control, Structural, Aero, Utility, and Science Or, more likely, file categories: Command, Electrical, Engine, FuelTank, Science, Structural, Utility, Wheel I tried a few different ways but nothing worked. I know how to attribute it to parts that have a same module but I need simpler for now. So to sum up my question: What's the code to attribute a module to all parts of a category?
  9. ScanSat. I don't know if you can do much with the system but it's worth checking out. It has a "ScienceDefs.cfg" in the ressources folder
  10. Specialization, logical and gives even more personality to kerbals to make you want to make complex team missions, I like it I would like to differentiate my aviators and kerbaunauts. This means there would be conditions (having this and that ribbon) to obtain these ranks. It goes along with the idea of adding icons to ribbons to limit their number and increase visibility and easy reading. About those, this idea comes from ribbon generator that most of us have. It might be a nice idea to put up accomplishments and ranks of the kerbal along with this the mission control accomplishments we already have. In any case, kerbal accomplishments shouldn't be organized on planet ribbons but around the types of achievements and the extent of those achievements. These specialized ribbons would justify a promotion. They wouldn't be focused on the planets but the kerbal. Their greatest achievements remain landing and exploring other planets, each planet would only one ribbon to sum it up so that other achievements on more general aspects can showcased (how high/fast, how many g's, time on EVA, amount of reports done, ...).
  11. Nice but way to militaristic (and serious) for kerbals. Here's my interpretation on this: At the beginning, kerbals are humoristic characters that see their rockets blow up and always seem to end up surviving to the horrific "miscalculation" For this reason, let's keep a lighter side to the ranks and give this a vanilla feel that will satisfy most people. As death is considered in this mod, it makes it way more serious and the post-mortem rank should be sober and serious. At the beginning, kerbals should get ranks in the spirit of object descriptions and forum user status. Example: "test dummy trainee","unpaid intern","Licensed to ride up front", ... As they get more medals and we get more attached to them, the status would become more serious to fit your serious and complex missions. It could simply be "Commander Kerbaunaut", ... This would give an added layer of sense of accomplishment. Only problem I see with this is the size the rank names could take up... Also, Nereid, Would it be possible to add a setting option to display the ribbons vertically so it would take less space, and organise them by importance rather than order of achievement?
  12. Shoving waste down a small pipe doesn't seem too promising... There should definitively be another mesh for liquid and another for solid waste. For liquid, it can be a fat canister with a wide hatch and for solid, a boxy looking thing. Adding decouplers to the part would make getting rid of waste easy. I'm eagerly awaiting parts to manage waste For these tanks, good job, they look nice in this configuration
  13. I asked blackheart for help to make my own independent one. I'm sure Albert will make an official version if there are several requests. Here is blackheart's version:Click Here
  14. Can you show some more of EVE, I like it's ring. I'm not convinced with jool though... If you tried toning it down, making it more subtle, it might be nicer and could make the polygons less visible. Also, the rings should wrap around the planet a bit more before fading out. Would it tax the ram too much to put a series of eve's ring around Jool and dye it green?
  15. Oh, fancy , that would open up some doors for failures. Adding these parts will make creating failures easier. Will the pipes take from the KAS system? They could break and be replaced with KAS
  16. It's the kerbal way ^^ No, seriously, a mesh for small gas cylinders is about to be released
  17. Sorry ^^ It's fixed, I'm happy with what I have now but it can always be useful to others
  18. I know about the first part. I'm gonna have to look into that mod, to automatically deploy the panels below a certain level
  19. What would be the aim of your mod? What exactly would it do?
  20. With these bags, we can wait a while longer, this mod really does relieve me Cargo Transfer Bags (for life support, KAS part container, storing science equipment.)
  21. looks real nice the top valve part looks a bit long though
  22. With Eagleshift's textures and Blackheart's science texture as well as his invaluable help, I made this. There are three sizes (original cargo size that acts like a KAS container, the backpack size (photo 1) for life support (has all 4 variants, each with the right resources), and the science pack that is the size of the EVA mobility pack (You can store science experiments in it). They have a close fit and allow the use of the resources they hold. BlackHeart, thanks for adding a description, it was a nice surprise. Here is my version. A bit long and boring perhaps... Oxygen: "This supply of oxygen came to be after a mission where brave Kerbaunauts discovered that the equipment they needed had been forgotten back home." Food: "Kerbals don't often grasp the notion of sharing and when comes snack-time, and locking the door on their fellow Kerbaunaut still on EVA isn't uncommun. Thus was born the EVA snack dispenser system. Bob proceeded to test this innovation that had used up all of RnD's budget. He came back with smeared mayonnaise all over his helmet." Water: "Although packing water inside a zipped up bag isn't considered the wisest thing, it didn't deter Kerbal scientists of global renown to applaud this revolution in resource transport."
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