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Smurfalot

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Everything posted by Smurfalot

  1. Here is how I believe it works: Struts and fuel lines are directional with a beginning and end point the game only saves the origin and length, but not the end point so you see the following behavior. If the strut/line begins and ends on the within the same cluster of parts (belonging to the same parent) it will be preserved in the SAL/SAM file. If it begins Outside the part cluster ends Inside the part cluster the strut node will stay attached to the rest of the ship and will not be saved with the SAL/SAM file. If it begins Inside the cluster and ends Outside the cluster it will attempt to attach to whatever part is at the same length as the original strut when you reattach it, if a part blocks it from reaching its full length it will try to attach to that part instead, but if there is nothing there when it reaches its full length it will break and leave the unattached strut node on the original part.
  2. Wait...What?! You have to put it on the capsule? I never put it on the capsule... does that make a difference?
  3. Please make MechJeb "partless" like the kerbal alarm clock, crew manifest etc. so that it is automatically available regardless of the ship-- and more importantly so you can get some navigation info when you EVA a kerbal.
  4. I am ok with still needing to trigger the deploy manually, but I think the semi- to full deployment should happen automatically. I would basically work like a pod chute does.
  5. I do not know if the file structure change was absolutely necessary, but when I added the mod the game would hang on the loading screen on the parachute box part. I figured it must be something to do with the new file structure for .20.x so I reordered the folders to match the file structure of another .20.x compatible mod and it worked perfectly afterward. Edit: Is there some way that it will automatically go from semi to fully deployed once you trigger the parachute like the other parachutes in the game do? It makes more sense to have a single "deploy" button instead of a semi and full deploy option. Why would I ever want to not deploy it fully?
  6. In order to get this to work I had to rearrange the file structure to keep the game from hanging on the loading screen. I put the "parachute" folder with the mesh stuff and the EvaParachutes.dll into \GameData\VNG\ The ejection seat and parachute box folders had to be moved to \GameData\VNG\Parts\Utility\ The only problem I am having now is that with the EVAParachutes plugin added my Kerbals get 2 sets of deploy options when they use the ejection seat. Presumably once for the ejection seat module and once for the "all Kerbals get parachutes" dll.
  7. They could totally change their mind pre-release and go with plants. It would also explain why kerbals are apparently genderless and why you can have endless kerbal clones that were grown from kerbal klippings.
  8. Kerbals are obviously semi-intelligent tubers.
  9. This looks like a great mod, I am seriously considering adding it to my game. I was about to download, but wanted to check with you first to see if a new release is expected in the next couple of days, if so I will just wait for that. I am not trying to rush you or anything, I truely appreciate the effort involved in keeping your suite of mods up to date.
  10. Sorry if this has been addressed somewhere that I did not see. Does this mod also balance electrical load between multiple batteries?
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