Frstwlf
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Frstwlf replied to Stevie_D's topic in KSP1 Mod Releases
Try replacing the FSanimateGeneric module with this one: MODULE { name = FSanimateGeneric animationName = Hangarbay animSpeed = 1 startEventGUIName = Close Bay endEventGUIName = Open Bay toggleActionName = Toggle Bay startDeployed = True availableInEVA = True availableInVessel = True EVArange = 5 layer = 1 useActionEditorPopup = True moduleID = 0 playAnimationOnEditorSpawn = True // Set the default location of the hangar GUI window (Optional) defaultWindowRect = 550, 300, 150, 100 } It's in \GameData\KASA\Parts\IXSCommandModule\ixscommod.cfg, near the bottom of the file. (Worked in 0.90, I haven't tried it in 1.0.2.) -
Nevermind, I'm just stupid. It worked after having played for a bit without OpenGL. I suppose I had to load it once without OpenGL? I don't know, but now it works. Thank you anyway. It took me one hour to load the game with KSPRC and ATM for the first time. Now it takes me around 15 seconds or so. I suppose it depends on your CPU. Try letting it load overnight if it's really that long. Although there may be crashes during the first loading... I had none though.
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- renaissance compilation
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Hello, First, thanks for this, the game looks amazing! Keep up the good work. Quick question, if anyone knows: I tried using the -force-opengl switch and it seems that this mod doesn't work properly with it. Without the switch it works fine though. I've searched the thread but couldn't find an answer. Any ideas? I'm on Windows 7 Pro x64, using the x86 version of KSP (i7 4790k, GTX 970, 16GB of RAM). I'm using ATM (the game crashes during loading without it). Thanks.
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[WIP] MJY Future Space Industries , New Mesh pack
Frstwlf replied to mjy's topic in KSP1 Mod Development
Yes, I can only imagine the balance problem. Though now Voyager handles like a dream. Unfortunately, I have only very basic understanding of the cfg, so I'm afraid I can't really help. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Frstwlf replied to Stevie_D's topic in KSP1 Mod Development
I really like where this is going. The customization is a great idea. Looking forward to the next update then! And good luck with that hatch. -
[WIP] MJY Future Space Industries , New Mesh pack
Frstwlf replied to mjy's topic in KSP1 Mod Development
Maybe you could use the cfg for the Voyager nacelles, since they're engines (with a few tweaks, like changing attach nodes and everything related to the model itself). Thanks anyway for all your work. It looks great. -
[WIP] MJY Future Space Industries , New Mesh pack
Frstwlf replied to mjy's topic in KSP1 Mod Development
That's looking really nice. Did you keep the nacelles as a separate part or did you just drop them completely? You could make an engine from them, like for Voyager. Just a thought. Great looking little cargo anyway! -
[WIP] MJY Future Space Industries , New Mesh pack
Frstwlf replied to mjy's topic in KSP1 Mod Development
Really nice looking ships and DS9! I'll go give it a try. Thanks for taking the time to make sci-fi stuff. It's appreciated. -
[WIP BETA] Nasa IXS Warp-ship for Interstellar
Frstwlf replied to Stevie_D's topic in KSP1 Mod Development
This is coming together very nicely! Nice work on the texture on the pod. Also, I like the front doors; definitely got a 2001 feel to it. And the other parts look really close to the original artwork. I look forward to seeing more! -
I saw the cargo bay module on the wiki and assumed it was in beta 7, my bad. Well, no worries, I can wait. Yes I tried the hangar mod; it's fun and useful, it just takes a bit to get used to. It sure would make it amazing to do! I have fun already with the tractor beam; mainly to smash crafts into the ground... Or my own ship... That's the kerbal version of a tractor beam! Do you plan to be able to beam what's in the cargo bay directly to the ground (like with crew members "ship to EVA")? Then the fine-tuning could be made using the tractor beam. Another question: will it be possible to maintain a space station using "full halt" and "hold height" in a fixed spot (like over the KSC) and then use another ship to go there? I've tried it but somehow the station blew up or disappeared when I targeted it. Maybe I'm doing it wrong? Thanks for your answer anyway!
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Hey Philotical (and everyone involved in this plugin), I'm not really one for posting but I've been lurking here for a while. I'd like to assure you that your mod is far from irrelevant; I love it and use it a lot. I'm having a blast so far, it's really really fun. So thank you for all the time and effort you put into this, it is definitely appreciated. I'll be sure to show more love from now on if you need motivation. I'm sure I'm not the only one loving this! For now I'm trying to find ways to convey big parts to start colonizing the system using your plugin and KSPI. I love Voyager, but it's not much of a cargo ship. So I'm trying to find parts to build one myself; unfortunately, my computer doesn't like big ships with more than 150 parts. I've tried using the Daedalus from Mjy, but I can't seem to fly it; SAS tries its best to slam it into the ground somehow as it spins out of control. I'm not much of a cfg editor so I pretty much gave up. It's too bad, it's a really nice looking ship. Concerning the new features of LCARS, I haven't tried the cargo bay yet, might make Voyager capable of delivering bases. I'll try it out. The crew quartiers are definitely a most welcomed addition. It makes Voyager a great rescue craft! Anyway, thanks again to everyone involved in this. This plugin is amazing. Edit: That ion storm looks menacing. I'm thrilled about the new parts already!
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The phoenix looks really good, nice animation too. Can't wait to see it textured! Keep up the great work.
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I did not know about the hatches limitation. It is true that it's more fun to see your ship explode in pieces when it crashes, I admit I did not consider this fully. Personally I'm happy with your compromise, but your project, your rules. Keep on rockin' anyway.
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Interesting. I've always wanted to see this ship in KSP. If I may though, are you sure it is necessary to make it 12 parts? With the part modules system it is possible to make it one part isn't it? I find it better for large ships or designs that are very specific such as this to be one part, this eliminates the wobbly syndrome and helps with performance a lot. It's also easier to balance. Also, with such specialized parts we're unlikely to ever use them with other designs. Just a suggestion of course, but after trying the Enterprise in one part and seeing just how wonderful it flies and handles, I thought maybe you would consider making this one part. Whichever you choose, amazing start anyway, can't wait to see this finished, you always make great quality stuff.