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MainSailor

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Everything posted by MainSailor

  1. Something like Unity then? I know the Russian segment has a different look, I was more thinking of something like a shorter structural alternative to using the longer Karmony as a six point hub, and the module on Zvezda was the first one that came to mind. For some reason in my head I thought the US segment had a similar hub.
  2. Sumghai, do you have any plans on adding a 6 point 'docking hub' to match the style of your & Fusty's parts? Kind of like the one the ISS has on Zvezda now? I ask because I'm currently using the stock 1.25m hub and udk_lethal_d0se's 2.5m hub, and while udk's is a great texture, it obviously doesn't match that well and I'm slightly OCD about such things. Edit: Also just saw this: That sounds awesome!
  3. Yeah I've been following sumghai on his development work on the Fustek parts and he's great.
  4. No worries, 0.5 is working fine for right now!
  5. I offer to do both, as I'm an avid user of both the Dragon and the Kosmos pack.
  6. IIRC the Fairing Factory generator website that includes a DLL that struts anything attached to the fairing base. Unfortunately I never use FF parts since the fairings and base themselves are quite heavy.
  7. Maybe this is a Mac issue...I'm still having this problem. Install stock .5, runs great. Quit game, copy .5.5 dll into the directory and get the same problem as before (and jrandom.) Revert back to .5 again and it's fine. I don't have a log file handy, but I can update one the next time I get to play, probably this afternoon.
  8. Or remove it from the other modules and leave them in the Utilities module, or some such thing.
  9. I have two big issues with HOME. First is that it's a funny size...the specs say it's 3 meters but the oddness with which KSP treats scale means that it's closer to 3.15 if the larger stock parts are 2.5m. It's hard to build a system to launch them without having it look rather rediculous. The second issue is that while the mechanics of the modules are superb (I mean, c'mon, it's by BobCat) the textures have not been updated in quite some time and the feel a little lacking. I know you're rather limited with Unity, but the flat sprites that represent plants in the inflatibile green house section make me laugh every time I see it. And I know that BobCat is a busy guy, but I think he tends to forget old mods in a rush to produce new work. Having something like this...in 2.5 meter size, great textures, and a very active developer would be fantastic.
  10. cBBp's Dragon Rider capsule has monoprop powered engines integrated in, so it is definitely possible. I don't know if you're working with Unity but maybe you could see where he added the ThrustTransform elements. The fuel usage is just as simple as adding the resource spec in the cfg file.
  11. Definitely. I subscribed to the thread when I saw it a few weeks ago. Everything looks awesome so far!
  12. I did have auto-update hilo checked. I deleted the Duna map I attached and started over again and am getting the same results. Manually editing that file too (hilo.dat...it's just a text file and opened up fine in nano) apparently doesn't stick. Maybe I need to disable the auto-update and then edit the file manually? I'm not sure. I'm going to continue to experiment.
  13. MapSat is working well enough for me except the maps it generates is using the wrong hilo information and manual edits to that file don't seem to be working. My second launch of the afternoon yesterday with .21 was a MapSat to the Mun to see the new craters etc., and I get a lot of white and red on the topo. I tried Duna because I think it's been updated too:
  14. I think this is my problem exactly. When I installed 0.5.4, I had completely deleted the old install (0.5.2 I think), installed the 0.5 from Spaceport, then dropped the 0.5.4 dll in without running KSP. Sorry to muck up your fine plugin! I'm still running .21 essentially stock to see which plugins are breaking, so I will do this trick the next time I restart. Thanks!
  15. No prob. There is an unofficial MechJeb fix on the (currently) last page of the thread, but in my 15 minute experience with it, it's better off not having it. Also, I think that if you uninstall MechJeb, the part loading engine will ignore references to it in cfg's.
  16. This is just a general FYI, not something sumghai can fix... I know that it's an issue with the integrated MechJeb...but the main parts don't work in the VAB under .21. It looks like any part with MechJebCore included in the cfg has this issue right now. Most likely once r4mon and those guys update the MJ dll the parts will work correctly.
  17. Where is the cupola on the HAB module from? I have most of these packs and I've never seen that model before. Like the stock cupola but with a heavier ring around the base to mount radial attachments to.
  18. It works fine using the .5 release from Spaceport. I drop the 5.4 dll on top of the one in there and it does the above. It's not a big deal...5 works great for me out of the box. I'm planning on a complete fresh install when .21 hits so we'll see again then.
  19. I'm having the same issue as Gristle, even with 5.4...except the button at the bottom of the screen looks staticky. I don't have a screen shot as I'm at work and didn't think to take one last night, but I will take a shot when I get a chance. I completely deleted the whole RBR folder, then did a fresh install of 5.0 from the Spaceport Link and dropped in the 5.4 dll from the first post. The wonky thing is 5.2 worked great. Edit: well, durr...I have my laptop with me. First photo shows no sounds found, and a row of static between the buttons and the chatter frequency, bottom shows the staticky button next to the menu (bottom of the screen between the menu window and the navball.
  20. FYI, the Art of Reentry heatshield pack has an animated heatshield with an iris-type deployment. I'm not sure if that's useful in any way, but maybe if you're able to use that part as an example...http://kerbalspaceprogram.com/art-of-reentry-4/ By the way, the shutters look awesome!
  21. Me too! I was loosely familiar with the N1 from being a fan of the Space Race period, but my knowledge of other Soviet/Russian hardware is pretty much limited to the modern Soyuz and Proton launchers as those are the ones used for ISS launches now. It was really fun reading up on Mir, Salyut, Buran, and Kliper.
  22. I like that the Kupola has a slightly larger greenhouse to differentiate it from the stock cupola. I can't see myself using a docking port but it's nice there is a node there for those that want to use it. Would this part include an EVA hatch? I've never been fond of the placement on the stock one.
  23. Man I thought it was just me. I had reinstalled the mod twice because I thought I had a bad cfg or something. Per-vessel settings would be great!
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