mwlue
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Posts posted by mwlue
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Wow~! Expecting this to be stock in .26!!!! orz
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That's a beaut there!
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8-) Nice! orz
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texture = (URL to texture) in the MODEL node
Hey, just to notify the exact sytax is "texture = original_texture_name, path_to_new_texture/new_texture_name"
file extension eg. .tga .png is not needed.
db reload will void the patch.
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This thing just had a failure yesterday.
Yeah, just heard from news in Hong Kong. Some suspected fuel tanks and others debris fell into china territories too.
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^ that looks very cool mate ^ \o/
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Any way to remove the 'Module Manager patched 700 things' message at game start? If nothing goes wrong, I don't particularly want to see it
^ I oppose this ^
Please don't remove it at all, rather give an option to show it or not.
I like this stuff to show me how much stuff i have patched and will know my new patch is at least reconized or not in a single glance at this.
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@_@ Darn you Denny! (Just kidding)
But the fact is ur releasing this beuaty during my most busy period hence the above! Great job Man, along with the Saturn V & Proton-M~!!
Thanks for these great rockets.
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Been playing around with HDV hull cams to make epic classic shots. now its ready!!
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..... coool pics...
WOW, you've made good use of Frizz's nice rocket & parts~!!!!! \o/
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Well that's just stupid.
Yeah, that's YOU. If you want it that badly, DO IT YOURSELF or gtfo&stfu.
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hmmm, new version is out 8-) \o/
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r a while and then work on this, as it is completely different than everything else I have done for KSP.
http://forum.kerbalspaceprogram.com/threads/78224-Capital-ship-mod
Hey Frizz, you have you played eve online? I would be very delighted to fly some eveo super caps in KSP lulz. Yep, a joyful break is definitly needed after this long dev of this brilliant mod. Thank you.
http://img3.wikia.nocookie.net/__cb20070412043833/egamia/images/2/2b/Eve_chart.jpg
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The F1 and J2 engines have no flames come out! What is wrong?
becoz ur out of fuel, head to gas station now! LUlz, sorry, im abit drunk now.
are you using ksp 0.23.5? those engine effect use the new effects that's new from .23.5, so ur most likely using old ksp.
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not exactly - MM will still patch the part definitions (and the other stuff in .cfg files in GameData of course) only it will update the save files for modules so that you can change the order of definition of modules without old saves breaking.
I'm in the process of writing a wiki entry about it
It's very much under construction, but you can keep a watch on it as I go if you want.
Arr ok, bookmarked. Thank you.
and managed to get part cloning works (only for the first load, too bad db reload will break it).
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S-IB never went to the moon, it only did orbital tests. Thats why they had to use the saturn v.And even then it could only launch a less-than-1/4-or-so-fueled Apollo CSM.
I know all these and actually doing the exactly same, i almost stripped all liquid fuel in CSM. My problem is S-IB ran out of fuel way too early, leaving S-IV doing 99% of the gravity turn which it just can't do that....
Saturn V doing just fine.
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so, that mm patches will apply to saved crafts as well? which will be really great feature if that works.
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With the stock game you can easily get to the mun with my rockets. Denny's are much more realistic. FAR may not work well with my stuff yet I haven't done any special configs for some of my more detailed parts.
How to do that with the S-IB though? Been trying different ascent profile but none valid yet, me$ucks.
S-IB seems bit short of fuel....
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mwlue you can make it all in 1 patch :
$PART[cupola]:Final
{
@name = cupola2
MODEL
{
model = mymodel
}
!mesh = notused
}I don't know how to change the texture in .cfg however.
texture = (URL to texture) in the MODEL nodeOk, thanks all, i'll give'em a try.
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mwlue: I've actually just started to do that... as in there's one example so far https://github.com/sarbian/ModuleManager/tree/master/Tests
Test cases make good examples
eeeerrrr ok... thanks
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errr, i think we really need a thread for a collection of code sample....
now i want to try to clone the mk1-2 pod as a boilerplate, with new texture.... how can mm to the part clone, then change mesh definition to use model{} stuff and change texture????
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^ pheewwwww ^ that rockz!!
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Is that Denny's LES or did I miss an update?
Yes, that's denny's stuffs. Only the S-IB, interstage and H-1s are from FASA. I modified the interstage (simply move down the top attach node abit) so it can fit into denny's S-IVB
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Finally get the new ksp fx works on the H-1s 8-)
Edit: the trick to get the smoke works is changing transformName from "smokepoint" to "thrustTransform", because there is no smokepoint defined in the H-1 model.
[1.10.x] Mark IV Spaceplane System (August 3)
in KSP1 Mod Releases
Posted
Oh my, Koeing K-17 Klobemaster III~!!! 8-)