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CSVoltage

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Everything posted by CSVoltage

  1. @sirkut I'm noticing that a lot of your parts share textures but they each have their own file. I think you could optimize your mod even further by using the MODEL module to share texture files. Something like: I experimented with this a bit myself but without much luck. But if you re-exported your parts in a way that expected this I think you could make it work. Let me know if you could use my help. Thanks again for the great mod!
  2. So I currently use MFT, not RealFuels, and you can only use one or the other. Will this mod work with MFT? Or is there a way to make it work without RF in general? I'd also be ok with a way of installing components of RF so long as it doesn't start doing what it does, so to speak.
  3. so there are a lot of functionality mods I'd like to see this compatible with; among them, optional configs for TAC life support, deadly reentry, and modular fuel tanks would be nice. I tried to make these myself but it's been super buggy. Tied in with modular tanks, why is this a solid fuel not LFO engine? Presumably this is meant to mimic the dragon capsule which would have LFO. I there for tried to make a modular engine config but i think I really ballsed it up. Any-who, the work I did is all in separate config's in THIS dropbox for your consideration.
  4. I just wanted to drop a "Thank-you" for my suggestion of disabling auto-fairings being added. It's nice to know that comments don't just disappear into the void.
  5. So I think my main issue with this mod is that it is seriously advanced tech. I would be a lot more inclined to get it if it was only available in sandbox or by being unlocked late in the tech tree. Mission Controller also lets you unlock specific things with science outside of the tech tree, which is another way this might make it a little more balanced. Just my 2 cents. Take it or leave it. That said, nice work!
  6. I just started using this and it's brilliant! I would like to be able to toggle engine fairings from stock and KW/AIES so that when they're in a fairing or using the Mercury Stack Clamp from FASA they aren't covered. Any chance of that being added?
  7. It seams to me that when you land a rocket part, such as an SRB, and recover it, you should recover the ship value into your budget. I've been doing this with TT Never Unload but haven't been able to recover the value. This seems to make a realistic recovery system impossible. Is this a bug or am I doing something wrong?
  8. I would be happy to take on some of the load for this. I've already made variants of textures for B9 and Lack Luster to denote TAC resources and RocketParts/Ore/Metal. unfortunately, I deleted the parts by mistake when I got 0.23. I still have the PSD's though, so it wouldn't take much doing to cary those over to this. Interested?
  9. I'll be making a radial and linear version (top+bottom) shortly. For now the attachment rules and collision mesh do allow for both with a bit of fudging about. As for the typo... It was late. Lol. I'll fix it soon.
  10. Life Support Resource Converter By: Colin Votier @ Chroma Works Currently compatible with TAC LS but feel free to reconfigure to support what you need. The PSD for the texture is included below. Feel free to re-share this, and derivatives of, just link back to here. Requires TAC Life Support by TaranisElsu Download Source
  11. Would you consider adding a linear aerospace engine? With the S2 wide body system it would be a terrific option for an SSTO
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