Dave7
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Everything posted by Dave7
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JonzCo Enterprises Exotic Jet Engines, Intakes and Mobility Goods 0.3
Dave7 replied to Jahulath's topic in KSP1 Mod Releases
The rollkage mod is set up with colors like my explanation above. You may also want to look into Firespitters color changer. I haven't tried it out yet but it sounds like it would work better. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dave7 replied to sirkut's topic in KSP1 Mod Releases
That's great! You beat me to it. Now do a carousel, round and round, up and down. I'm planning on doing some, just haven't had time yet. The swing ride you made is exactly what I had in mind. -
JonzCo Enterprises Exotic Jet Engines, Intakes and Mobility Goods 0.3
Dave7 replied to Jahulath's topic in KSP1 Mod Releases
You will have a cfg for each color and set the texture with: texture = Blue_Monitor.mbm or texture = Red_Monitor.mbm etc Add that line under mesh = JonzCo_Monitor.mu Put all of your textures in a directory named: textures under the JonzCo_Monitor directory -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dave7 replied to sirkut's topic in KSP1 Mod Releases
Hey Devo, that video made me think of the big swing rides at theme parks. Put a seat at the end of that thing instead of a clamp and have a bunch of them around the center pole. You can make the kerbal amusement park with this. Could make a carousel too. I'm gonna try some out later. -
The kerbals in the back seats wouldn't be looking at anything other than the back of a seat. You could make their seats face the sides and give them a little console or something. You may not have enough room on the sides though.
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[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
Dave7 replied to ZRM's topic in KSP1 Mod Releases
I agree. ZRM one other strange thing I had happen was I built a horizontal rocket in the SPH. I put vertical radial engines on it, 2 per end on opposite sides. When I launch it one engine on one end and one on the other end - opposite side are throttling, the other 2 stay off. I was using the combined mode and I think I tried standard mode too with the same results. The plugin did keep the rocket level but it was odd that only half the engines were being used. I was trying to see if it would keep it level with what I built and the fuel running out. It was very unbalanced but the plugin did a good job with it. Basically I was trying to break something. -
[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
Dave7 replied to ZRM's topic in KSP1 Mod Releases
I may have encountered a bug with using this plugin, I'm still testing. With just your plugin installed I made a rocket with asparagus staging. I launch and randomly somewhere between the 2nd stage and last stage some engines will just cut off and say they have no fuel, even though they are connected to a full tank. I'm not using any of the plugin modes for the rocket. It's just installed and I hide it at launch. I have rebuilt the rocket, replaced fuel lines, etc. several times and still had the problem, although the engines that cut off may change. I can remove the plugin and it works fine, then reinstall the plugin and it still works fine. But if I go back the the VAB and add a fuel tank or something the problem shows up again, until I remove the plugin. But then I can reinstall the plugin and everything still works. I have tried it half a dozen times so far with the same results. I'll keep testing more rockets. Figured I would let ya know so maybe you could try it out and see if it happens for you. -
Will you be able to see the internal IVA stuff externally? Maybe using the sfr plugin? Not sure what you have planned for windows. Would be nice if more people did that sort of thing.
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Adds a whole new dimension to Porta Potty.. Edit: You should make an animated lid and have the kerbal height adjustable so Jeb can pop out of it, like a jack-in-the-box, except a kerbal-in-the-kan. Have it controlled with infernal robotics. Edit 2: maybe make the flusher handle eject the kerbal.
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Dave7 replied to Devo's topic in KSP1 Mod Releases
I vote YES! -
It should work for SAS also as the same .cfg values are being toggled on and off.
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Maybe this is what you are wanting.... http://kerbalspaceprogram.com/togglable-asas/
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Dave7 replied to Devo's topic in KSP1 Mod Releases
No problem, you may need to tweak them a little, I got it eyeball close with my not so good vision. -
(0.23) Wayland Corp. Development and released download Thread (new parts)
Dave7 replied to Devo's topic in KSP1 Mod Releases
For those wanting nodes for the rings, I added these to the cfg: node_stack_topr1 = 7.0, 1.637, 0.0, 0.0, 1.0, 0.0, 2 node_stack_topr2 = 6.6, 1.637, 2.19, 0.0, 1.0, 0.0, 1 node_stack_topr3 = 6.6, 1.637, -2.17, 0.0, 1.0, 0.0, 1 node_stack_topl1 = -7.0, 1.637, 0.0, 0.0, 1.0, 0.0, 2 node_stack_topl2 = -6.6, 1.637, 2.19, 0.0, 1.0, 0.0, 1 node_stack_topl3 = -6.6, 1.637, -2.17, 0.0, 1.0, 0.0, 1 node_stack_bottomr1 = 7.0, -1.637, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottomr2 = 6.6, -1.637, 2.19, 0.0, 1.0, 0.0, 1 node_stack_bottomr3 = 6.6, -1.637, -2.17, 0.0, 1.0, 0.0, 1 node_stack_bottoml1 = -7.0, -1.637, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottoml2 = -6.6, -1.637, 2.19, 0.0, 1.0, 0.0, 1 node_stack_bottoml3 = -6.6, -1.637, -2.17, 0.0, 1.0, 0.0, 1 That mech is nice Devo, I was thinking the other day someone should try that. Should have known it would be you after seeing that 3d printing. Nice job. Pegasus looks good too. -
Size and opacity settings would be handy. Looks good.
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Looking good germalto, can't wait to try it out.
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This is one of the things I think "bigger is better" applies to. Except maybe when you are trying to get it into space.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dave7 replied to sirkut's topic in KSP1 Mod Releases
That's exactly what I had in mind, cant wait to use it! Nice work! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dave7 replied to sirkut's topic in KSP1 Mod Releases
Any plans on a gantry using the slider function? Maybe a track that would fit on the stock beams with a slider part that could have a KAS winch (or anything else) mounted to it? The track being the length of the beam. -
The menu you get depends on what you right-click. If you click the winch you should get a menu with extend, retract, release, etc. If you click the connector you get unplug. If you click the "hook" you can grab it and carry it around to connect it to something. What exactly are you wanting to do with it?
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Dave7 replied to Devo's topic in KSP1 Mod Releases
Let's hope no future updates break these mods. I use the wheels and freelancer pods often. Just started using the WT51 also. It's a lot bigger than I thought it would be. Finally have something to fit my TT trucks into so I can launch them. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Dave7 replied to sirkut's topic in KSP1 Mod Releases
And they smell really bad. Nice work on the washers. I think the slider is a good idea. A while back I thought about how nice it would be to have a gantry type thing to put the KAS winch on. A beam with a sliding part with stack node. Looks like that should be easy to do with what you have. Glad you and Devo are working on this.