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theonegalen

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Everything posted by theonegalen

  1. Theoretically possible. If you look at alexustas's ASET IVA mod for the Mk1 Cockpit, it includes a seat position switch and an animated seat that can go up and down to adjust the eye position so the cockpit works with both male and female kerbals. I am working on the same thing in my Warbird Cockpits mod. This requires three things: removing the original seat included in the cockpit, adding the new seat and switch, and changing the internal seat module in the IVA config to use a transform included in the new seat prop.
  2. Only by changing the IVA. Yes. This should be answered in the RPM thread.
  3. All RPM MFDs render improperly on 1.4.x unless you are using OpenGL. Otherwise it should be fine. And you should skip 1.4.2 and go directly to 1.4.3, unless you like exploding your landing gear. ;)
  4. They look good from here! I've had a few moments of accidental deletion like that. It's how most of us learn the importance of backups, I think.
  5. Hey @nightingale, is it possible for CC to read what bases are opened via Kerbal Konstructs? KK used to store that information in the persistent file, so it seems such a thing might be possible? I'd like to be able to set up "go here and open x base" contracts, and then maybe do something like the old KerbinSide Jobs contract pack for KS Continued and Remastered. @Ger_space pinging you because I don't know if KS still saves base info in the persistent file.
  6. Uunfortunately, no. I haven't been able to mod at all since my last release due to busy work and school schedules. Thursday is my last final exam before I graduate with my Bachelor's degree, however, so I expect I will have more free time after that.
  7. Can I just PayPal you the money? It says you won't get my patronage until June 1. If only I had done this yesterday!
  8. Also, @Eskandare has just released the magnificent KerbinSide Remastered! https://forum.kerbalspaceprogram.com/index.php?/topic/174336-kerbin-side-remastered-14x/
  9. Most likely. Try it and let us know if it's broken.
  10. What about a fee to patch it up in the editor? Thst way we can choose to use a repaired part (at lower cost and quicker KCT build but also lowered reliability) or a new replacement part (more reliable, higher cost, longer build time).
  11. It is possible, but it takes a lot longer - it's a multiplication of effort. This was always part of the plan, but it is definitely on the back burner for now.
  12. @Gordon Dry @Beetlecat I was looking through the changelog, and it said that it should already do this. If it's not working in 1.4.x, this is probably going to be a bug report rather than feature request.
  13. I second this. My first instinct would be to add a check whether CommNet is connected before starting a chatter event, but I have a feeling that this might prevent chatter from happening at all on a save that didn't have CommNet enabled.
  14. Oh yeah, my brain likes those for an airliner.
  15. Here's the current configuration: // arrow rotation MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -60,60 variableName = ROLL controlledTransform = PlaneMark localRotationStart = 0,-60,0 localRotationEnd = 0,60,0 maxRateChange = 1 } VARIABLESET { scale = -50,50 variableName = HORZVELOCITYRIGHT controlledTransform = BallLoc localRotationStart = 0,12,0 localRotationEnd = 0,-12,0 maxRateChange = 1 } } What you're saying is that PlaneMark maybe should be ROLL multiplied by HORZVELOCITYRIGHT, perhaps, or a compound variable of that nature? Finding the plane of the velocity vector might be difficult for the ball. There is a SIDESLIP variable and also PITCHPROGRADE and YAWPROGRADE variables which report pitch and yaw relative to the prograde vector, in degrees. Would any of these help? The RPM variables are located here: https://github.com/Mihara/RasterPropMonitor/wiki/Defined-variables Once we get to MAS configs, there are variables such as fc.AccelRight(), fc.AccelSurfaceRight(), and fc.AccelUp() to consider. https://github.com/MOARdV/AvionicsSystems/wiki/MASFlightComputerProxy3#speed-velocity-and-acceleration-category
  16. Thanks! I highly recommend you use the AirplanePlus X-1 cockpit as well, I'm particularly proud of that one. Next week is final exam week! I finish the last of my exams Thursday morning, so hopefully I will be able to finish up the stock 1.3.1 cockpits and release them soon!
  17. I knew y'all were working together, I was just posting the link for those up above who seemed to have not seen it.
  18. I think what is bothering me is that they are so curved and flowing. It's aesthetically pleasing, but I generally think of airliners as focusing on function first, then aesthetics. I guess my mind is just used to panels with straight edges. New part ideas look great. However, the cone doesn't look a lot like anything ive seen in the real world. I especially like the conformal tanks, though, and I imagine they will help with area ruling as well.
  19. Hey, I did the same with the Apollo engines (except Wolfhound) in UBM Extended. But I actually nerfed the Kodiak to make Vostok and Sputnik replicas doable, then had it upgrade throughout the tech tree to become a very good 1.25 m engine. All that to say, I like your mod.
  20. @TriggerAu not sure if you saw this, since you weren't tagged.
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