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Everything posted by Starwaster
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
I started to but never finished it... someone will get to it eventually if not me. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
Does that include all the subfolders? remove them too? -
Yes, you can add transforms. If you have the Unity package and the KSP Part Tools you can add transforms even if you don't have access to an editable model. Just add the transforms to a game object with no mesh and export it to the folder of the part you want to add to. Then use a MODEL{} node to add the (meshless) model that you just exported. (if the part you're adding to doesn't already have a MODEL{} node for its mesh, that is if it says 'mesh = model' then you might need to convert that to MODEL{} or else bad things might happen) (without the original model, you're left with guessing as to where the transforms actually need to sit, but this system DOES work)
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Hmmmm might be useful for the Porkjet FLATHab hotel I put in orbit...
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
In chairs. Crash couches. Something of that nature. Generally speaking they'll be seated on their behinds. Any other questions? -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
It's determined by whether the associated variable (in the PartModule's programming) is marked persistent or not. Persistent data means it needs to be tracked from ship to ship. If you switch ships or go to the space center and come back, that data needs to still be intact when you get back. -
Nice, but what happened to the chinese dragon rocket?
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It's the hybrid engine module that's broken. LANTR/trimodal style rockets that use it cannot be configured. I think it still functions if given a tank with H2/O2 and launched but I forget...
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Starwaster replied to Yogui87's topic in KSP1 Mod Releases
See the probe science link in my signature. That will let all probes do basic science (temperature, pressure, samples, etc) -
Make sure that you're in RGB mode and make sure you're saving as 32 bit. Not sure if it matters for Gimp but you might need to have an actual alpha channel present with the transparency information. To be honest though I've always had trouble with PNGs and their alpha channels because it seems like no modern graphics editing packages properly preserve alpha in pngs. I recommend just going with 32 bit TGA and making sure it has the alpha present. You can even compress it if Gimp supports that.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
Not if they were implemented decal style, with a separate mesh and much smaller texture. -
Orbital hotel for rich Kerbals....
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
It's a problem that you had to put it through a series of turns to slow it down? You do realize that the space shuttle had to slow down in much the same way? (not climbs, you can get by with just turns) The whole point is to aim its lift vector behind it. The X-37 has to slow down the same way during re-entry. That's what it means to have realistic aerodynamics. -
It isn't currently possible to do a 'control from here' on the FLAT. There is a solution that I devised that actually worked and I sent a demo to Porkjet about it but my PC lost power around that time so I'm not sure my Dropbox actually synced and the demo didnt work (Which makes me look like an ass, so, thanks Talquin Electric)
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
heh I was thinking of doing that. But I wonder if there's any hidden variable that makes decouplers not show in staging so you can bind it to action groups for an abort system. I need to loom into that. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Starwaster replied to BigNose's topic in KSP1 Mod Releases
as you mention later, in the case of the sun, the sun we see is not what casts light. so perhaps the answer is lights with flares. We dont really need to see lights at extreme distance when tricks will do. (flare, decal, etc)- 799 replies
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
sorry, I guess I should have specified that it is in fact installed. It's the dev version. -
You found a way to clone Jeb and then you fixed it????
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
MFD displays a message saying there is no autopilot when I try to access Smartass through the MFD menu. What do I need to do to make that work? -
I sended you an internet Porkjet! It shows what I was talking about with the docking port setup.
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That's because it has multiple docking ports. However, it also requires three control nodes set up, one for each port. Actually I posted something about this in a prior thread. It's what the controlTransformName variable is for, Porkjet. Set up one for each docking port in Unity with its... Y axis pointing away from the hab center out through the docking port. Position center of the hab is probably ok..... I think. X pointing towards the right of the docking port (when looking from the hab center out through the port) and Z pointing 'down' Each of the three should have separate names, but I've had issues getting multiple control nodes to recognize properly but I knew less about it than I do now. Maybe we can get it to work this time.
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Maybe MJ doesn't know what a 'ModuleAnchoredDecoupler' is. Hell, *I* don't know what that is. I think it's a new stock module in 0.23 but I see no stock parts that use it. Maybe they (Helldiver / Nazari) should have stuck with ModuleDecoupler. Bah, that's my bout of idiocy for the day. Resume your regularly scheduled rocket launches.