

rottielover
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Everything posted by rottielover
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[WIP] Renaissance Compilation (artworks remake)
rottielover replied to Proot's topic in KSP1 Mod Development
Want!! Give!!! Paweeeeeeesssseeeee! -
Nice I like it. Tried it out a little last night and works good. Suggestion: Once "activated" add a dragable window that the user can see the display of what's being generated, instead of just putting it in the right click context menu. I was playing with a very early tech "rocket plane" and kept getting "wrong speed", it would be nice to have a display to tell me that.
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[WIP] Renaissance Compilation (artworks remake)
rottielover replied to Proot's topic in KSP1 Mod Development
Def following this one. -
Just wanted to drop you a note to say thanks. I've always wanted a mod that would let me do "Battlestar Galactica" style "jumps", once I got far enough down the tech tree (kinda like Intersteller, but without so much overhead). Kudos. Idea that I haven't fully fleshed out yet: Incorporating the idea of jump computers other than the spool time of the drive itself. I was thinking that somehow you could incorporate this idea into the tech tree nodes leading up to the drive itself. Ie, you "develop" xyz science part at some point, which must be used to gather jump data (IE, you have to take the think and run it to both moons or something), then another that needs to be sent IP. Finally develop a jumpcomputer leading to the drive itself. Then when you want to make a jump, you have to use the computer to do something, once it's done, you can jump. (Did you happen to watch either the original or new versions of Battlestar?). Anyway, good mod, thanks.
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Today I found (after completing a service mission to upgrade from L1 tech to L2 tech parts), that I could use the wide field camera with the aperture closed... I'm unsure how I exactly managed that (I didn't note down step by step). I *think* it was because I had used everything, then closed the aperture to move the scope to a new target, forgot to open it, but the wide field camera experiment module worked anyway. So Just a note, you might already know about it for all I know.
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Nice solution. Cp's airbags is also the mod that for many of the same reasons, made me download unity and blender. Then I gave up and modified my own personal copy and called it done Kudos for being good enough to release a solution for the masses that avoids ... "Imperial Entanglement".
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whatever your personal feelings are: 4 Minutes. That's gotta be some kind of record, right?
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According to what was posted in the KAS thread this is now expected behavior. So don't expect a KAS update to fix this. If you want to use Cacteye with the 0.4.6 version of KAS you will need to make the changes above (either modify your cfg's or use Gavin's moduleManager file). Side note, I've also noted a tendency for my kerbals to end up "backwards" on the ladder. I have not investigated this yet. Btw, just have to say that I've added this mod to my must haves list. It adds depth and goals to your gameplay, without being "super OP score some Sci points!" . Kudos
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Zee Fix! OK I have NO idea how to make a module manager file, so for those of us that need to complete a service mission NOW here's what you need to do! In your part.cfg for the processor mount, edit the line: " node_stack_top = 0.0, -0.3, 0.0, 0.0, -1.0, 0.0, 0 " In the part.cfg's for the processors, edit the line: " evaPartDir = (0,-1,0) " This line is under the "KASModuleGrab" module section. This should get you going until the official fixes are out. For those interested: The first edit "flips" the attach node for the mount to the processor 180 degrees around, for some reason KAS isn't accepting or is ignoring the bay rotation, so unless the attach node is "facing" the right way, forgetaboutit. The 2nd edit is more cosmetic than anything, it flips the processors so that they are upright on the kerbals backs when in EVA.
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Speaking of... Has anyone figured out the reason the Processor cores are attaching 180 from where they should? See my post in the Cacteye thread, I've tried the KAS debug menu to try and flip the thing 180 but it didn't work. EDIT: Please see my post in the Cacteye thread. For whatever reason it appears that KAS is ignoring the "bay" rotation settings. I had to flip the attach node in order to get the Cacteye parts working right.
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OK not sure how much this is going to help... KAS includes a debug console (CTL+K) Using that I made the following changes: evaPartDiry = -500 evaPartDirz = 100 (x was left 0) and this made the processor unit look like it's on the Kerbals back pretty well. However I tried using these same values for dropPartRot and it wasn't correct (read: telescope explodie! )... Luckily I've quicksaved... trying again Uhg, I just don't understand the xyz of unity or something.... Quick and dirty forget the -500 -1 worked it just looked like the processor was partially inside his helmet. Still haven't figured out the correct way of getting the thing into the mount.
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I haven't needed a Kerbal, but I'm not sure if that's because I built mine with a probe core or not? Anyway, once you activate the processor you have to click one of the experiment packages and use it. So the steps as I do them: Open Bay, Open Aperture, Activate CPU, Use Exper. Module(s) ; Point at target, use cam module, rinse repeat... Maybe someone that makes youtubes can help out here?
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Did you have the processor setup in it's holder inside the service bay (along with the experiment packages)? Basically once you open the aperture (NO POINTY AT SUN!), right click the processor and activate it, then right click your experiment modules and run them. Referring to my current Tech level, two of the basic one are "one shot" deals, the other is repeatable if you point the telescope at other targets. Hope this helps
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
rottielover replied to sumghai's topic in KSP1 Mod Releases
That is sweet, and a great idea. I may have to borrow that idea I assume you have a probe core clipped into the SAS ring? -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Only a scratch, little paint, little buffing, and she'll be like new again! -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Tried it, no dice, still needed to open the bay doors to have the thing work. I request someone else repeat this test on their machine just in case I messed something up. -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Sorry I see Node_Stack and attachRules but I don't find a "node_attach" line in the cgholdkso.cfg file. -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
oh no, If ferram don't know how to fix.... oh no..... no no no no calm . must remain calm. -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Yea, just got thru a round of testing... With this change, cargo bay open and the thing flys ok, closed and it's a brick. -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
If you want it now, go into cgholdkso.cfg and change "Winglet" to "Part" where it says " module = " -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Your awesome, I missed the post, I will try it asap -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Ok I admit it. I am too stupid to get drec heat shielding working. I know it has to do with the direction (0,-1,0) for example I think is down (twords floor of VAB) but for the life of me I just can't seem to get it right. Everytime I renter test I blow the nosecone and the gear. I need to figure out how to get the direction correct so that the shielding points tword the direction the firery death should come from.