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Eagleshift

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Everything posted by Eagleshift

  1. Nah, I'll take credits on my own mods (if I finally manage to beat that beast named Unwrapping...), I'm just allowing a little more people to discover the mod, and I needed to integrate it to use the package manager, I was too lazy to install it separately !
  2. Regarding the new CKAN project (a package manager for KSP), I took the liberty of creating some metadata file for this mod, as it isn't listed (yet). Don't worry, it just lists the name of the mod, your name, where to download it and bits like the license and a short description. Most of it is pulled (automatically) from Kerbal Stuff. Before requesting that my metadata be pulled to the main repository, I'd like to ask you if you approve that. I won't take any credit from it and only do it so that people who use the new package manager can view your mod easily You can review the file on github : https://github.com/eagleshift/NetKAN/blob/master/NetKAN/Tantares.netkan It's ready to go, just waiting for your validation !
  3. Regarding the new CKAN project (a package manager for KSP), I took the liberty of creating some metadata file for this mod, as it isn't listed (yet). Don't worry, it just lists the name of the mod, your name, where to download it and bits like the license and a short description. Most of it is pulled (automatically) from Kerbal Stuff. Before requesting that my metadata be pulled to the main repository, I'd like to ask you if you approve that. I won't take any credit from it and only do it so that people who use the new package manager can view your mod easily You can review the file : { "spec_version" : 1, "name" : "FTmN Atomic Rockets", "identifier" : "ftmn_new", "$kref" : "#/ckan/kerbalstuff/339", "author" : "Kommitz", "abstract" : "Nuclear Thermal Engines balanced differently to the LV-N, offering improvements in TWR but a reduction in Isp.", "license" : "restricted", "release_status" : "stable", "ksp_version_min": "0.25", "resources" : { "homepage" : "http://forum.kerbalspaceprogram.com/threads/26286", "kerbalstuff" : "https://kerbalstuff.com/mod/339" }, "depends" : [ ], "suggests" : [ { "name" : "CommunityTechTree" } ], "install" : [ { "file" : "GameData/ftmn_new", "install_to" : "GameData" } ], "x_maintained_by": "eagleshift" } It's ready to go, just waiting for your validation !
  4. The new Cygnus looks great, and the texture sharing makes it even sexier ! Less textures, meaning that even if Tantares is becomes a larger pack, the performance impact will be minimal, way to go ! As the Shenzhou OM was designed for autonomous operations, it could fill a new niche, leaving it in orbit as a small building brick for a space station early in the techtree, as a lifeboat or whatever. The Tantares spacecraft could be more modular that way. And another little thing I'm anticipating, a LES for the TKS/VA (as I've got an idea on how to integrate it with Procedural Fairings to make sweet-sweet fairings for it). I don't think I need to say it, but I'm highly anticipating the next release , if you need any help on the integration, just drop me a PM, I'll work it out as fast as I can !
  5. UV map sharing between parts ! Reduce the overall number of textures to load even faster (even if it's mostly irrevelent when using DDS loader, but eh, not everybody does that). And a small advice to further reduce the size of the UV maps : look at the hatch, it's the same over some modules, you could make it a separate model, and use the MODEL {} system in the cfg files, with would reduce the size of the models and the number of loaded models (as this hatch could be used by all the Vega and the TKS models). I don't imply that Tantares needs an optimization pass, but thinking about the future, you could squeeze even moar parts in the pack without impacting performance.
  6. No need to thank me, you're the one making the mod the way it is ! I'm just attempting to streamline external mod integration so that you don't have to deal with multiple configurations and mechanisms so that you can focus on ravishing us with more sweet crafts/stockalike gameplay (having a stockalike savefile, ie. no more than parts packs, your mod is a must-have). If you need more help to dedicate your time to modelling/texturing, and playing (as mod makers usually sacrifice their play-time), just ask me ! Also, I'll check out what happens if MM isn't installed, didn't think of that use case (even though MM allows for DLL redistribution, and most players have it installed anyway). If I fool around with configurations, I should be the one worrying about that ! Dealing with it tommorrow, and with the remaining configs too. :3
  7. Just a quick preview of what the part.cfg files would look like if given the treatment I'm planning for them :evillook: // **************************************************************************** // Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule // // Dependencies (optional) : // - Deadly Reentry (~> 6.2.1) // - Raster Prop Monitor (~> 0.18.3) // - TAC Life Support (~> 0.10.1) // - Snacks! (~> 0.3.2) // - Connected Living Space (~> 1.0.11.0) // - Kerbal Attachment System (~> 0.4.9) // - Dang It! (~> Alpha 4.4) // **************************************************************************** PART { // Stock config ============================================================= // General parameters ------------------------------------------------------- name = Alnair_Crew_A module = Part author = Beale // Model & texture ---------------------------------------------------------- MODEL { model = Tantares/Parts/TKS/Alnair_Crew_A/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 } rescaleFactor = 1.25 // Node & attachment definition --------------------------------------------- node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,1,0 // TechTree integration ----------------------------------------------------- TechRequired = specializedControl entryCost = 2400 // Editor parameters -------------------------------------------------------- category = Pods subcategory = 0 cost = 2400 title = ALN Descent Capsule manufacturer = A-L-N-A-I-R description = It looks a bit small, but this capsule will hold three Kerbals. // Part specifications ------------------------------------------------------ mass = 1.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 CoMOffset = 0, -0.23, 0 vesselType = Ship CrewCapacity = 3 // Internals ---------------------------------------------------------------- INTERNAL { name = Alnair_Crew_A_Interior_Basic } // Stock modules ------------------------------------------------------------ MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.250 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = flagDecal } // Stock resources ---------------------------------------------------------- RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } // Module Manager configs =================================================== // Raster Prop Monitor ------------------------------------------------------ INTERNAL:NEEDS[RasterPropMonitor] { name = Alnair_Crew_A_Interior } MODULE:NEEDS[RasterPropMonitor] { name = RasterPropMonitorComputer } // Deadly Reentry ----------------------------------------------------------- maxTemp:NEEDS[DeadlyReentry] = 1700 MODULE:NEEDS[DeadlyReentry] { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding loss { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE:NEEDS[DeadlyReentry] { name = AblativeShielding amount = 250 maxAmount = 250 } // TAC Life Support --------------------------------------------------------- description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days. MODULE:NEEDS[TacLifeSupport] { name = LifeSupportModule } RESOURCE:NEEDS[TacLifeSupport] { name = Oxygen amount = 1110.372330 maxAmount = 1110.372330 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Water amount = 7.249875 maxAmount = 7.249875 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Food amount = 10.968750 maxAmount = 10.968750 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = ElectricCharge amount = 1500 maxAmount = 1500 } // Snacks! ------------------------------------------------------------------ RESOURCE:NEEDS[Snacks] { name = Snacks amount = 0 maxAmount = 15 } // Connected Living Space --------------------------------------------------- MODULE:NEEDS[ConnectedLivingSpace] { name = ModuleConnectedLivingSpace passable = true } // Kerbal Attachment System ------------------------------------------------- MODULE:NEEDS[KAS] { name = KASModuleContainer maxSize = 25 } // Dang It! ----------------------------------------------------------------- // new cost = base cost + (63*SpareParts) cost:NEEDS[DangIt] = 3030 MODULE:NEEDS[DangIt] { name = ModuleSparesContainer } RESOURCE:NEEDS[DangIt] { name = SpareParts amount = 0 maxAmount = 10 } } I took the liberty of reformatting them and to use the MODEL{} blocks to call for models/texture, facilitating future texture/mesh reuse, tell me if anything doesn't fit your views for the mod (and check out those sweet conditional MODULE/RESOURCE definitions, it'd introduce ModuleManager dependency, but as it is a single lightweight bulletproof DLL used by nearly all mods, I figured it would not bother you ). I'm working on a branch on my repo to reflect those changes. This way, no moar MM patches files would be needed to allow for mod compatibility ! (and so far, everything works as intended, I've already converted most of the TKS/ALNAIR parts to that new format, and I guess I won't be doing much more tonight, it's getting late and I've worked late on the configs fot the 2 last nights...) And about the Vulkan and the Amur-5, I already built them using Bobcat's Soviet Engines and Procedural Parts, but dedicated parts would be awesome ! Coming from you, they would be stockalike, which is even awesomer (yup, I totally made up that word). Even balanced with scaled real-world numbers and using KIDS, my Vulkan can send to orbit a complex composed of an upgraded TKS, 2 inflatable habitats and a Duna-ascent capable lander in a single launch, with the last stage able to send me on a Duna intercept trajectory. That how much overpowered and useful it is ("Cost-efficiency ? Bah, my rocket is bigger and has moar booster, komrade !")
  8. EDIT: Nevermind, the problem was coming from another MM patch, should've looked further into it :3 Leaving the code below for archives, as I've got another question : in the case of the config below, is it possible to add a :BEFORE[] or :AFTER[] selector after the :NEEDS[] selector ? I can't understand if we can use the :NEEDS[<modname>] in initial part configs (as perthis wiki entry on github), and to what extent. I'm trying to integrate mods right in the configs of the Tantares pack. Let me give you an example of what I currently have : // **************************************************************************** // Tantares/Parts/TKS/Alnair_Crew_A/part.cfg  ALN Descent Capsule // // Dependencies (optional) : // - TAC Life Support (~> 0.10.1) // - Connected Living Space (~> 1.0.11.0) // - Kerbal Attachment System (~> 0.4.9) // **************************************************************************** PART { // Stock config ============================================================= // General parameters ------------------------------------------------------- name = Alnair_Crew_A module = Part author = Tantares // Model & texture ---------------------------------------------------------- MODEL { model = Tantares/Parts/TKS/Alnair_Crew_A/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 //texture = Alnair_Crew_A_psd, Tantares/Parts/TKS/Alnair_Crew_A/Alnair_Crew_A_psd } rescaleFactor = 1.25 // Node & attachment definition --------------------------------------------- node_stack_bottom = 0.0, -0.2325, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.2325, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,1,0 // TechTree integration ----------------------------------------------------- TechRequired = specializedControl entryCost = 2400 // Editor parameters -------------------------------------------------------- category = Pods subcategory = 0 cost = 2400 title = ALN Descent Capsule manufacturer = A-L-N-A-I-R description = It looks a bit small, but this capsule will hold three Kerbals. // Part specifications ------------------------------------------------------ mass = 1.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 CoMOffset = 0, -0.23, 0 vesselType = Ship CrewCapacity = 3 // Internals ---------------------------------------------------------------- INTERNAL { name = Alnair_Crew_A_Interior_Basic } // Stock modules ------------------------------------------------------------ MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.250 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = flagDecal } // Stock resources ---------------------------------------------------------- RESOURCE:NEEDS[!TacLifeSupport] { name = ElectricCharge amount = 50 maxAmount = 50 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } // Module Manager configs =================================================== // TAC Life Support --------------------------------------------------------- description:NEEDS[TacLifeSupport] = It looks a bit small, but this capsule will hold three Kerbals. Includes life support supplies to support 3 kerbals for 10 days. MODULE:NEEDS[TacLifeSupport] { name = LifeSupportModule } RESOURCE:NEEDS[TacLifeSupport] { name = Oxygen amount = 1110.372330 maxAmount = 1110.372330 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Water amount = 7.249875 maxAmount = 7.249875 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = Food amount = 10.968750 maxAmount = 10.968750 isTweakable = true } RESOURCE:NEEDS[TacLifeSupport] { name = ElectricCharge amount = 1500 maxAmount = 1500 } // Connected Living Space --------------------------------------------------- MODULE:NEEDS[ConnectedLivingSpace] { name = ModuleConnectedLivingSpace passable = true } // Kerbal Attachment System ------------------------------------------------- MODULE:NEEDS[KAS] { name = KASModuleContainer maxSize = 25 } } For some reason, the MODULEs and RESOURCEs defined with :NEEDS[] selectors don't apply to the part. Am I doing something terribly wrong, or do I just don't understand what can be done ?
  9. The package I posted is a collection of patches, but skimming through the documentation of Module Manager, I found out I can integrate the patches RIGHT IN THE INITIAL PART CONFIG. After you've reviewed the numbers and the balance, would it be possible that I try to integrate that on my own (i.e. writing new part configs) to test this out, then get back to you ? Also, if anybody wants to see support for a mod, just tell it, I'll do what I can ! The more Tantares is compatible and integated with other mods, the more people will be able to use it seamlessly
  10. Finally, after many adventures with the likes of GitHub and the kitten-who-erased-everything-by-stepping-on-the-keyboard, I can finally release the first version of my Tantares reconfigs. E.T.R.O Eagleshift's Tantares Rebalance Overhaul (a.k.a. quite a pompous name for a set of config files) This package is a compilation of Module Manager config files to add support for various popular mods, it's a WIP, and any input would gladly be accepted, provided it's useful. Currently supported mods TAC Life Support Connected Living Space Kerbal Attachment System Also, added some little tweaks to batteries, engines, and a fix to remove the integrated decoupler on the top of the Alnair capsule, which messed with MechJeb ÃŽâ€v calculations. Tweaks and integration were made by crunching-numbers from actual mod-specific values, calculating the volume of spacecrafts/parts, and throw in some arbitrary constants that looked good (using this set of spreadsheets); but if anything bugs you, you can still ask for it to be changed, with if possible some numbers to support you claim. I also accept request for mods I should support, and Beale, if you want to integrate the configs as-is, I'd gladly adapt them, just drop me a PM ! Please be aware this is a pre-release quality version, even though I tested it (which took me far more time than I thought, but allowed me to catch some bug and inconsistencies), this might break you save, summon the space kraken or even make you rockets try to learn salsa and, obviously, as rockets should learn tango instead, enter rapid unplanned disassembly phases. Or none of that, depend. Download release v0.1.0GitHub repository (source) What's next ? Dynamic texture changing using Firespitter Other life support mods ? Dang It! support (If I can finally understand how to make it work) Engine Ignitor support Adding support for the launcher, the Libra and the FOBOS (This list isn't ordered at all, I'll tackle any bugs that would show up before adding something to the configs) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Also, I included an up-to-date version of Module Manager by Sarbian, check the forum thread for more information and license !
  11. Looking great, as usual ! Does this new version includes tubes of Borscht and vodka in the IVA ? (I'm not done working the config and too tired not to make 3 errors per line, so no release tonight, sorry everybody :3)
  12. A quick update on the config overhaul progress... Thanks for the zip, helped me check some little adjustements and decisions I've made when I balanced the whole thing ! However, work got in the way today, so I resumed progress on this only a few minutes ago. I truly hope I'll be able to release a version and update the repo tonight, and then I'll start working on dynamic texture switch with Firespitter. So, for the first release, expect it soonâ„¢
  13. Ãœþûþôõцon the release Beale ! Already tested it, and working on updated configs with CLS integration, and possibly texture swapping using Firespitter, if the update version works and it doesn't take too long... I accidentaly blew up the whole repo of config, I'm working on making said configs (again). I won't post them tonight, but they might be ready by tomorrow afternoon (let's say 12-14 hours from now, I hope), sorry for the delay !
  14. Glad my CFG-edit skill were of use to you ! I've got no problem with my tweaks being integrated, perhaps my number-crunching could use some of your insight and be worked some more. I'm currently extending the tweaks to cover all the Tantares parts, and they'd need some modification to work as the default .CFGs, as they are designed to supersede yours. My apologies about the availability of the files, I accidentaly... the whole repo, and I'm in the process of modifiying the way the current patches are applied. Anyway, I'm available by PM if the need should arise. I'll set up my repository back and check everything with you !
  15. Finally managed to edit some configs to make them viable and not too heavy. Here is an imgur album with the stats of the resupply vehicles. I also added/edited configs for Modular Fuel Tanks, Dang It!, KAS and batteries, and got everything posted in a repository on github : eagleshift/MMConfigs (WARNING : those reconfigs are a WIP, use them at your own risk. They aren't supported by Beale, but by my at the moment. Any bug report concerning them shall be directed to me, until further notice, to unclutter this thread and let Beale breathe between his fast-paced releases !) I'm not quite sure about the numbers, crunched 'em using a spreadsheet, but I'm sure they could use some feedback Edit : I accidentaly blew the repo, working on restoring that...
  16. Wow, now that's what I call a fast answer ! I'm currently trying to adjust the values so that I get something viable for reasonable resupply missions AND not so heavy that I'd need a fully-fledged Energia launcher to send the Pol to LKO. It's way more complicated than I thought, I'll get back to this post if I manage to do something not too ugly. And again, it's to fit my needs, it may not be the goal of the pack, and I'm okay with it; it's just that this bothers me, as I can use most of the pack as-is ! (Oh Tantares ! You make my crew transfers so agreable that even rapid unplanned disassembly wouldn't darken my mind :3)
  17. Again, a fantastic release by Beale ! (I've got write that so that nobody tries to kill me because of what's next ) I just noticed that the RemoteTech configs for the new Almach antenna are missing (Almach_Antenna_A), is that intended or it got lost in update ? Also, I'd like to check something with my fellow TACLS users : aren't the Pol and the CAPELLA a little short of storage capacity to efficiently resupply large space stations with enough snacks and breathing-gas thingies ? (When using Kerbal Construction Time, my launchpad gets hogged by the weekly rocket to launch supplies with the Capella...) I've thrown around some Module Manager configs based on the volume of the crafts, a sensible guesstimate of the pressurized cargo volume available and some other considerations, and I ended up getting 175 kerbal-days of LS supplies with the Pol, 5520 days of LS supplies with the Capella. Something may be wrong in my numbers, but I'm finally able to have a quasi-realistic launch schedule for resupply missions...
  18. Thanks Ralathon, I'll update the download as soon as I'm finished working, or when my boss won't be on my back anymore ! Until then, if anyone has another bug to report, I'll be glad to read it and include the fix in the next version. Would a git repository be appropriate for this ? Allowing people to branch and edit the code withotu having to patch manually would be less of a hassle EDIT: Updated download to reflect necessary changes exposed by Ralathon !
  19. For those asking for Real Fuels compatibility of the engines, the module used to display effects by the FTmN engines makes it impossible to add some RF configs. So I decided to replace those effects and rollback to the old ones with a Module Manager config and add RealFuels configuration myself, with pure Hydrogen mode, pure Methane, pure Ammonia and LOX-augmented Hydrogen, and utilisation of NuclearFuel. I also adjusted the weight of the engines to give them a TWR around 7 when in pure Hydrogen mode, and ISP/thrust are using realistic multipliers when switching fuels. DownloadCurrent version : 0.1.1 (06/03/2014) Installation instructions : To install this small modification, download the file and drop it somewhere in the GameData folder. For instance, in my install, I use a zzz_tweaks folder which contains ALL my ModuleManager files, in order to visually see in which order modifications are applied. Tested with FTmN Atomic Rockets 23/02/2014, RealFuels v4.3 and ModuleManager v1.5.6 Licensing : Regarding the license, I decided to let anybody be able to do whatever the hell they want to, so I used the CC0 "license", as indicated in the file. Version history : 0.1.1 (06/03/2014) : Various fixes to effects redefinitions Removed ISP at 0.1atm to deal with some RealFuels limitations 0.1.0 (05/03/2014) : ​First release Added RealFuels compatibility for all FTmN engines (Hydrogen, Methane, Ammonia and LOX-Augmented Hydrogen) Replaced ModuleEnginesFX with ModuleEngines and redefined effects accordingly Modified toroïdal tank to support RealFuels ​ As usual, any feedback would be greatly appreciated, as I'm not sure if these configs are balanced and there may be some bugs introduced by the modifications...
  20. Orionkermin, the more screenshots you post, thr more eager I get to fly this beauty ! You're making the finest stockalike-yet-realistic capsules the mods has to offer, and I'll be glad to help in any way, from testing to integration with other mods, or some config-fu. If the ends of the OM are effectively 1.25m, many docking ports could be used, and my preference would go to FusTek's Common Berthing Mechanisms. Maybe some specialized RCS ports should be created, for the OM, to make it even more independent !
  21. Effectively, the Shenzhou OM has its own propulsion and life support systems, as well as solar panels, and is suitable for autonomous flight (source), so it could easily be used to build a low-tech space station early in the game. Maybe you could unlock it a wee bit earlier than the lab module and add some basic experiments to encourage the player to build station intead of going in a planetary exploration spree, just my two cents !
  22. Hey, you scorched my name Anyway, glad my work could help you in any manner ! But if you need the source for the texture to make your own without having to edit the thing the hardcore way, I could release the SVG file (I work with vector images for such things. So much easier to edit things !). You'll see there's very little work put into that, but at least, anybody with Inkscape would be able the roll it's own textures, to fit their roleplay or put stripes on it to make the rocket go faster
  23. He said he may make an unmanned version like progress is the unmanned soyuz but not before first version of the manned one is released. So maybe in a update Oh snap, I'm really sorry, that damn short-term memory again... I guess until the unmanned version is released, I'll have to roll my own configs ! (Not that I don't like that, don't misread me, I have nearly a hundrer MM config files in my current install) As a sidenote, I really thing the OM would look really good when used as a low-tech space station module in early career, another niche this mod will superbly fit in !
  24. As a player using both RealFuels and TAC Life Support (with adapted consumption rates), I think it'd great if there was 2 orbital modules and 2 reentry capsules. One set dedicated to kerballed flight (better than manned, no ?), and another set without any crew capacity, but with enough room for supplies (using MFT/RF). Also, the unkerballed reentry capsule could be used to return Scienceâ„¢ from space stations and stuff like that. Anyway, great job on these and on the whole mod, they're so beautiful and useful that they are essential now to my Kerbiet Space Agency
  25. Argh ! Just as I expected ! May you be kind enough to provide me with a correct translation ? And are the other labels correct ? I got everything in a easily editable format, so I can modify it right away and update the download... Thanks for noticing
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