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Stone Blue

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Everything posted by Stone Blue

  1. Again, THANK YOU n.b.z.!! Using the "inspect element" feature of Firefox, i was able to make it even BLACKER!! ...and tone down some of the light text...
  2. ^^ This is what I do, with my smaller sats at least... Though I also try to use bi/tri/quad couplers if I can, instead of one tall stack of sats... Having the sats all pointed prograde, and using docking ports instead of decouplers, I can use the Launch Vehicle to circularize the sat's orbit, decouple the node, use RCS to maneuver the LV retrograde away from the sat, then use the sat's ANT to fine-tune its orbit to within tenths of a second..And DONE...Rinse and repeat for the rest of the sats...
  3. My EYES!!, My EYES!!, My EYES THANK YOU VERY MUCH!!! COMPLETELY better than MY clumsy, amateurish attempt...
  4. Wow... I guess I better grab the PWings now and make sure they work for me.... Ever since it came out, I could never get PWings to work at all for me... ???
  5. I LOVE this mod... However, I have to also chime in, and agree with previous statements, that the GUI needs to be BIGGER... Dynamic adjustment would be nice, but if dynamic isnt do-able, then the static at least needs to be bigger... Also, I'm using 1.4.4 in 1.0.5, and I cant find how to open the Settings for this mod... ?? I see the settings GUI in the pic on the OP, and the only toolabr button i dont recognize is "mem"... If thats the button i need, I dont have it... Also, a possible "expansion"...?? Any thought to having this do the same with Subassemblies?... I know stock has limited functionality with categories, but would there be any benefit to adding Subs to CraftHistory?... I havent really explored the stock system of organizing Subs, so maybe more is not needed...??
  6. Nice!.... Especially the low-profile ports... That has always nagged me how the backsides always clip thru te hull, on almost EVERY SINGLE CARGO BAY, STOCK OR MODDED, EVER MADE....Cant believe no-one has thought to remodel a low-profile port before now... I know you dont like parts creep, but maybe add a low-profile blank radial mounting part as well?... Even if not needed for THIS mod, it would help when using OTHER cargo bays... ?? Also, @artwhaley, maybe add one more image on the OP, showing how the actual nodes are placed in the bay? THANX for this mod!
  7. @Kerbas_ad_astra, not to be a jerk, but wouldnt it be better to just make a new release thread for this, instead of having the new version/link buried on page 3? Good job keeping an old mod going, tho!... :thumbsup:
  8. ^^ THANK YOU, THANK YOU for doing both a pre-1.0.5 & 1.0.5 update... And even the explanation why the new 1.0.5 is incompatable with previous vers. I wish more modders would make backwards compatability clearer... It would even save themselves some headaches from people asking or complaining about fixed bugs, during transitions... ALthough I have been using 1.0.5 quite a bit already, I am one of those people who usually waits 2-3 mos after a new KSP release to switch up... Plus I admit, I am a mod hoarder... I collect old versions of mods... Presently over 2000 and counting...lol
  9. Yes, THIS ^^... I guess I should have added that part in my OP... lol Believe me, I know how to find even old, obscure mods without direct links in the forums... Just thought I'd point it out in case the OP needed a bump to bring it to his/her attention to fix it...
  10. I havent really run it thru its paces testing every aspect of it, but I've been using 2.5.1.7 in several 1.0.4 AND 1.0.5 installs, both Linux AND Windows, from fresh, 1 or 2 mod stock installs, to heavily modded, and havent had even a hiccup...Seems to be be doing everything I ask it to, like its supposed to... So I would say yes for 1.0.5... ???
  11. Huh... Thanx! I dont know how it got by me, but I did not know that mod existed...
  12. CactEye OMG....FINALLY got the correct thread... Looks like its had 4 or 5 different release threads from changing hands...lol
  13. LOL...Thanx... I figured as much...I just downloaded it a couple minutes before you posted... Now I'm gonna have to reverse engineer it, AND the whole camera/targeting interface... This may or may not save me bunches of time and work on a part I'm making... lol
  14. @minepagan OMG!!....WHAT mod is that FLIR/targeting pod from?!?!... I am literally BUSTING my butt in Blender as I type, trying to make a model of basically the SAME exact thing!!...
  15. There's also this (an elegant modmanager, for a more civilized age)... (before the lazy man's way of CKAN came along... lol): KSP ModAdmin V2 (for any OS)
  16. Thanx for that clarification, blowfish... But I think he MAY just want them as templates to build NEW craft from, that will work with the update... NOT to use the old craft for actual gameplay?... I dont know, maybe "I" got that wrong...???
  17. ^^ Yes... I have "group_0" selected in my screenshot... I tried "Select" & "Select Hierarchy" both... So, what youre telling me is, that there is an origin point set for each CHILD object, but not one for the PARENT? Hmmm... If that is so, then what happens when the children all use different points?... It seems there would have to be one point for the parent, for the whole thing to reference from?
  18. Yup... I can see new players having to shlepp around and do it properly... I mean, if nothing else, it gives familiarization and practice while playing the game...And it may even be fun the first time or two... But yeah, for experienced players, it's a bit much to not be able to have an option to "step over" all that, and continue on to more difficult pursuits from the beginning...
  19. Yes, you can do this and it worx, and its more realistic, but after I had some collisions, and had to correct large changes in orbital periods because of decouplers, I just started using Jr docking ports on top of my bi/tri/quad adapters, WITHOUT a port on the sat.... The port "Decouple Node" applies only a tiny force to sat... Plus its less debris floating around... I like to use the launch vehicle to circularize my sat orbits as precise as possible, and leave just tiny adjustments to the sats...
  20. Nice!.... Are you gonna take the Transparent command Pod too?
  21. You can still get the Ships in the 5.2.8 pack on the Kerbalstuff link...
  22. YES, Absolutely THANK YOU ALL who contributed to the new update!! You all ROCK!
  23. Ahhhh....OK... I thought that might be it... The only problem is, when I select the main object, Set Origin doesnt appear... Its weird, becuase when I select the main object, it ONLY shows Object Mode...NONE of the other modes are present... Oh well... I guess I try setting EACH section of the object then... (There's only like 25... ) Arrrgggg... The price of grabbing someone else's model off the net, done in a different program, AND when you dont know WTH your doing yourself... lol Thanx @artwhaley!! PS- By the way, MY name is Art...lol
  24. Ok, so I'm new to 3d modelling, and I'm working on a complicated part in Blender. I have a .dae model that I grabbed off the net, and I want to incorporate it into my Blender model. I've imported it, rescaled it, oriented it, but then I realised, its gonna be a rotating part, and the person who originally modelled it, has the origin point offset OUTSIDE the model... So I need help "resetting" the origin point... You can see below the origin point is close to 0,0,0, but the point I want to change it to is where the cursor is...in the very center of the bottom face... Help? https://imgur.com/XB78ahR
  25. @Cheesywotsit Do you have Science Alert mod installed?... If so, remove it...
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