Jump to content

JewelShisen

Members
  • Posts

    1,285
  • Joined

  • Last visited

Everything posted by JewelShisen

  1. Yea I have NO idea what is going on there... That's just weird... Could be a side effect of the animations. I haven't touched them at all and they were done all the way back in at least 0.25 so they might just be a hazard.
  2. I would LOVE to have this work for any planet with an atmosphere. The idea I had is that it would output like this Planet - Can get airborne? - Mass you need to drop/Extra mass you could pick up before hitting neutral. I'd like it to be able to display for at least the main game planets. After all I have made ships on Kerbin that had to fight to stay airborne on Duna.
  3. Ok so just had a feature idea and want to see what you all think. The idea is for a tab in the VAB/SPH that will check your vessel mass vs airship max lift for kerbin to tell you if you can actually get off the ground or not, and perhaps even how much mass you need to lose to be able to get airborne. What do you all think?
  4. Maybe but I would need to standardize the lift factors for that so they can be easily scaled up or down
  5. Actually I am already planning to make a mega sized one. Just have to relearn model making for Unity 5
  6. Actually it is a part that spanner made but it is not ready to go out yet.
  7. Cool. Looking forward to being able to get HL Subs and SQUIDS working again.
  8. That's the next part that I want to get revived. I miss them too.
  9. Alright. I'll go on and pull the parts from the pack.
  10. Oops! Forgot to publish it! Try it now!
  11. Rejoice all fans of airships for she lives again in 1.1.2! Thanks to @dunclaw and @SpannerMonkey(smce) she is up and running and NO LONGER needs Toolbar! HL Airships V 5.0 is now up and running on SpaceDock and Curse is coming soon!
  12. Alright so I just grabbed the updated file and as soon as I test it out I will be posting the update to it!
  13. Hello there! Glad to see that somebody managed to bring this mod back from the grave, especially seeing as it was one of my faves and that was the reason I opted to pick it up and try to maintain it.
  14. No at the time they just bounced off. Never had either of those turned on.
  15. Can we get the trusses put into a lower tech tier? Please? Having them that far up just seems ridiculous.
  16. Hey there! Just wanting to find out if this is updated to 1.1 yet
  17. Well for one thing I have been seeing more and more mod authors warning people to not use CKAN due to failure to properly install the mods.
  18. How do you turn on the habitation?
  19. Ok so I am going to go on and post this here since I am not sure in the slightest about which of your mods these are from but I have found a small, VERY funny, but ultimately self correcting little glitch with your spherical storage tanks. Namely that if you put the 15m one onto a ship and launch it, you EARN about 718M funds. This self corrects when you collect the craft as you earn an equally large negative funding amount. Also just to note, the bug fixes itself if you adjust the amount of resource inside the tank but not from just changing what is stored inside it.
  20. One, cut out the condescending tone. Two, he only said that it was turned off by default NOT how to turn it on.
  21. Alright so this may be a silly question but what does the habitation thing mean? Right now when I pull up the Life Support Status tab in the VAB it just says indefinite.
  22. I don't have an issue with it it per say but I don't like having to add it in just so I can use your mod. I like your mod and want to include it in my game but I just can't justify grabbing toolbar for one mod, not when so many others that once used it have moved to the stock system.
  23. Is there please a version of this that doesn't involve the toolbar mod?
  24. Is there any hope of getting this to use the stock toolbar? I REALLY don't want to include the toolbar mod just to be able to get rid of the building costs window.
×
×
  • Create New...