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Everything posted by cy-one
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
cy-one replied to Fractal_UK's topic in KSP1 Mod Releases
So, if it's scaled for altitude... Which one is better? Lower or higher altitude? -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Did you update the first-page-download to include the fix? Edit: Got an error message when opening the crafts tab "Object reference not set to an instance of an object." -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Nope, it's not the "actual install state of a mod", as I don't have all my mods installed. Don't know the exact states in my main install, but I do in my workbench-install (which is easier, as there are no mods that are just partially installed). -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Heya, it somehow shows all Mods as "checked" in Mods-Tab. Even if I uncheck them, switch to another install, switch back... yep, checked again. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Heya, it somehow shows all Mods as "checked" in Mods-Tab. Even if I uncheck them, switch to another install, switch back... yep, checked again. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Looks good! Gimme dat Downloadlink! -
Part Generator Version 3 [Win][Linux][Mac]
cy-one replied to Lando's topic in KSP1 Tools and Applications
At least installing them is quite easy. You put the file in %appdata%/Roaming/Blender Foundation/Blender/Scripts/Addons (or something like that, you'll see it. The Addons-folder might have to be created). In Blender, go to User Preferences, use the filter "User" and activate the Script -
Pics please
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Phew, and I thought I was the only one not knowing what that is -
Another approach is the use of the "SelectRoot"-Mod. SelectRoot allows you to pick a new root-part for your vehicle. The root-part is the one where you can move the whole craft without detaching stuff. Due to the hierarchy of parts (everything "sticks" to something else, and if that something else is plucked off the root-part, it becomes the root for the plucked-off part (shown in red then)), we can use SelectRoot to make your station-core-thingy without editing cfg or calculating stuff (I'd be way to dumb for that ). It's also pretty usefull for other stuff, too. This is how I made your station: First, place a Node Mk III and attach the Habitation Module Adapter. Rotate as you wish. Second, add another Node Mk III, but rotated sideways, to the end of the Habitation Module and shift-click it to make it the new root. Last, pluck the Habitation Module off the new root Node Mk III, the old Node will stay attached to the plucked-off Habitation Module. And the attachment point of the Habitation Module will be the one where you plucked it off the new Node Mk III. Now rotate the new Node MK II back to an upright position and attach the Habitation Module back to the new Node. Ignore that I made the Habitation Module the new root, I didn't read your post well enough and thought the Habitation Module is the core of the station. But honestly, that doesn't change anything. You can use that method for a lot of odd placement-stuff that KSP usually doesn't allow. http://forum.kerbalspaceprogram.com/threads/43208-0-21-1-Aug12-SelectRoot-Let-another-part-be-root-now-with-less-restrictions
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Heya, I'm currently working on my first own model ever and experiencing some problems. Precisely, there is some wierd "one-directional scaling" going on. At the end, it's going to be some kind of "compact modular service module" (1.25-1.875m) And while I had no problems (well, besides being completely new to Blender) creating the base part (the service module itself), I ran into troubles creating the first addon-part. The problematic modell seems to have the right width and depth in this picture, but it clearly has not the right height (it's facing upwards, so it's more the "thickness" that's the problem, anyway). ModuleSmall.blend on file-upload.net part.cfg on pastebin Please, help! :/
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Okay, so that comment in the part description just refers to reinforced part-connections, I get it now I was kinda confused if it meant something like the Docking Strut, where I need to connect stuff in flight mode. *snickers* Now I don't know what you mean... But let me show you what I mean. Currently, there are only three points where you can put wheels on the train. The front, the hab-module and the end. At least when it comes to "standardized MedLite-Wheels (meaning size, position, etc)". That's not really flexible, as the hab-module is huge. In this case, I used a Rockomax X200-8 and two small I-beams. Maybe a big battery-tank with your edited strut-beam-things-to-put-wheels-on would be better... It would be smaller and would add something useful (electriccharge). In any way, I just mean a small piece to put wheels somewhere in the line of a train, without the need of the huge hab-module.
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liking it :3 Buuuuut what the heck does all that "strut connector"-stuff in the descriptions (like, nearly every part) mean? Oh, and could we get an... uhm.. how to say... a 2.5m-fuselage, maybe as high as the white rim of the cupola-module and fitted with the wheel-connection-bars? That way we could build quite long single modules that would still be able to have standardized wheels.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Mod Selection: Uhm, I'm fine here Parts Tab: As already mentioned earlier, I would prefer a more... hum... dunno... in-depth-tree. Instead of just all the parts, I'd prefer a hierarchy. Two modes, either /Mod/Category/Part or /Category/Part Crafts Tab: Mhm, dunno... But the scanning is still not really working correctly. Seems to be a thing with either multiple parts in one part.cfg or non-part-named cfgs. Backups Tab: A few infos to each backup, directly on the same row. number of gamedata-folders, number of parts. Active flights. Stuff like that helps identifying the "state" of a Backup. Most wanted for me would currently be the ModuleManager-Stuff (as you're already working on the table-tree-thingy). Mhm, honestly, just small stuff... For example, I would like an option for KSPMA to do stuff in the background. Load the Spaceport-Page before I open the ModBrowser. Load/Scan Parts and Crafts. If those tasks use a lot of power (meaning, KSPMA would freeze a little), then the background-version of it should be... hum... "slower". Don't know how to explain Edit: And a small request... I'd love to have a "Launch KSP"-button with a "borderless maximized window"-toggle. I have a shortcut for my main-ksp in the taskbar that has that toggle (-popupwindow) as parameter. But it's a bit annoying to have to make a shortcut for each installation, just to be able to play in a decent manner And a.... Ah, forget the "have a launch ksp-button"-part, I just saw the huge button >.> See? I never use that one because it doesn't start in borderless mode. So please add a toggle for that <3 (and save the state of it per installation path) -
[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
cy-one replied to sumghai's topic in KSP1 Mod Development
Hey, just found and already liking it Is there a reason the "snap to center" on the service module isn't centered on the thinner part? That would be great.