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Everything posted by qnistNAMEERF
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Yeah, I think it would be beneficial to have maybe a couple more digits or probably at least one more digit to the hanger and vessel dimensions. I was just increasing the slider for the rover hanger by 0.005 increments until it would accept the sedan. The inside dimensions for the rover hanger didn't appear to change (although it visually got bigger) in the context menu. So maybe another digit or two would make this more apparent. Would it be possible for the hanger to tell the player which craft files would fit without having to attempt to load them? Or is that necessary for it to check their dimensions?
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Ok, I'll try that out and see what happens. Thanks for the reply! EDIT: So the directions on the sedan lined up with the ones on the lander hanger. I couldn't get the dimensions so be in the same order if I rotated anything, so not sure what's going on there. But I did find that if I increased the hanger size to 1.32 (instead of 1.3 as before) that it would accept the sedan and I could launch it as well. The only thing I can guess on the XYZ thing, is that the Y and Z are swapped on the vessel info panel. The VAB treats Y as height (up and down) and Z as depth (forward and backward), which works on your rover hanger but appears to be swapped on the vessel info in this instance. EDIT2: Ah I see. The vessel info panel appears to be treating XYZ of the loaded craft as if it were loaded in the VAB pointing straight up instead of laying on its belly in the SPH. At least that's what it looks like anyway.
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[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
The rover is looking sweet! Nice IVA. In regards to a delivery vehicle, I had been checking out a lot of other mods lately and two come to mind right away for those other parts you mentioned. There's Bahamuto Dynamics, which has these great five-way retracting RCS, retracting rocket engines (and the critter crawler too!). And there's Hanger (currently still in beta, though, but has huge potential), which has a rover hanger made just for dropping off rovers. -
allista: I just installed your mod (v.1.1.1.1). It's a brilliant idea and so far I really like it. However, I think I may have stumbled onto a bug. Per the dimensions of the hanger and the vehicle, it should have fit, but it didn't. Just figured I'd report it. Here's a screenshot. Sorry I can't share a craft file of the sedan yet because the other mod is still in testing at the moment. EDIT: By the way, the sedan does physically fit inside this size rover hanger. I was also curious if it was intentional whether the X,Y,Z dimensions of the hanger context menu and the vessel info menu were not in the same order. Or is that a bug?
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Oh you know it! EDIT: I updated it again because I mistakenly put a "#" in the revision there. It's fixed now.
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That's a good idea. I updated it. @PART[*]:HAS[#category[Pods],!MODULE[ModuleDecouple]]:Final{ MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom } }
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If you have got modulemanager installed, you can set up a patch to do all the work for you like this: @PART[*]:HAS[#category[Pods],!MODULE[ModuleDecouple]]:Final{ MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom } }
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I just stumbled upon this a day ago, so I apologize for the necro. But I love this thing. It's just fun. I only tried one launch so far since that's all I had time for after getting everything set up. Does the direction you're travelling prior to mass driver launch affect what sort of orbit it throws you at? I spawned a rover on the runway and went straight for the mass driver (north), and ended up getting thrown to the north. Haven't had a chance to test it further yet. Also wanted to ask if there's any way I can change the distance at which it launches, since I'd rather it wait until I got to the entrance (within 5 meters or so), instead of within 500 meters. It doesn't appear to be possible in this version. Just figured I'd confirm whether that's the case.
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[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Sure. Use the blank (unnamed) textures from post 2 of page one to create your own fleet, then I recommend you use the patch shown here. It'll cut down on catalog clutter and you also won't have to rebuild your craft files for your whole fleet. Modify the patch to use your texture filenames, display names, and the root folder where you decide to put them. The Phase IV parts use this same method for switching textures. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Jeb's Wild Ride Meanwhile, the Junior Kerbonauts have a midnight launch to earn their hobby rocketry patches. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
The rover is coming along real nice. I look forward to seeing the interior. Great work! -
Why doesn't anyone use the Inline Clamp?
qnistNAMEERF replied to Tortoise's topic in KSP1 Discussion
Ah yeah. Thanks, I tried looking for Mk II cockpits. Should have looked for Mk2. Thanks again. -
Why doesn't anyone use the Inline Clamp?
qnistNAMEERF replied to Tortoise's topic in KSP1 Discussion
No picture of the IVA docking? I was gonna ask what interior you're using too. If anything needs an overhaul, that MK.II cockpit is definitely one of them. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Haha, that's awesome. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
The separate downloads will not be separate until Phase IV. Phase IV will also have the option of a windows installer (works in WINE too from my tests) that will allow you to install the individual phases, alt cockpits, mechjeb computer, goo lights, blank textures, etc with a simple check box in the installer. All from one download. Currently, however, there are no separate downloads for the different phases. -
Why doesn't anyone use the Inline Clamp?
qnistNAMEERF replied to Tortoise's topic in KSP1 Discussion
I get the clipping issues if you place stuff on each side of the doors, but textures can be changed too. Honestly though, the entire stock parts catalog doesn't really have a unified look. Not at all really. -
Why doesn't anyone use the Inline Clamp?
qnistNAMEERF replied to Tortoise's topic in KSP1 Discussion
I use this port on spaceplanes. For all you talking about how you want it this way and that, why not modify it to suit your needs? Why wait for Squad? We can do it ourselves! If you have ModuleManager installed, copy this patch and save as a CFG file in your GameData folder, and get the 100 monoprop and the reduced mass. Edit it as you wish to suit your needs. @PART[dockingPortLateral] { @mass = 0.125 RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } } -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
I have no idea. I don't use FAR. I meant with the stock physics so if just anybody uses this. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
@PART[KSO25_Cabin] { @title = KSO EWBCL Fuselage with Cargo Bay } @PART[cgholdkso] { @module = Part } Be advised you will lose the lift generated from the KSO's cargo bay using this. EDIT: That is, you will lose the cargo bay lift in stock physics. With FAR, I have no idea what happens because I don't use it. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Bobcat hasn't updated his duna rover thread in a long time. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Haha, nice. I like it. Will it function like the Phase IV cars/trucks or will it incorporate something like Bobcat's rover plugin? -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
All good things... All good things. No problem. Glad you were able to get it working. -
[0.90] Kerbin Shuttle Orbiter System v4.13
qnistNAMEERF replied to helldiver's topic in KSP1 Mod Releases
Make sure you've removed your FAR patches as well. Those patches move the wings and nodes in all manner of ways. If you're using a stock KSOS setup, after applying my patch you're wings will look like this from an old craft file: Click on the wings and reattach them to the fuselage. Then you'll notice the CSEs are off. So click on them and reattach them to the wings. You should then look like this: If you can't attach them then something is wrong. I know you mentioned you used to use FAR so that would be my first guess. You've probably got an old FAR patch lurking around somewhere. I've never used FAR so these screenshots are with stock physics.