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BLUAV8R

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Everything posted by BLUAV8R

  1. Good point also, i've recently gotten into converting all my textures into DDS format, FINALLY figured out how to run this pack, Tantares, FUSTEK, and KSO without crashing on 32 bit! right now my URM pack is only 42MB
  2. Okay thanks anyways because I'd love to e able to work with larger diameters at times with these parts!
  3. I'm about to try this out right now, but I wanted to know if the URM tanks had tweakscale capabilities for diameter? I know the engines do but I think I tried the tanks and they didn't have it. I think it can easily be written too with a simple MM patch so i'll try!
  4. Hi! I'm trying to write a patch that will convert all tanks in game with Liquid Fuel and Oxidizer to a modular fuel tank. The forumla i'm going off of will be from the Stock-a-like Real Fuels patch where he said he follows [ (Amount of Oxidizer + Liquid Fuel) x 5 = Liters of Modular Fuel Tank ] For example, part has 400 lq fuel, 600 ox, therefore total is 1000, so modular fuel tank conversion will give tank of 5000 liters I have this drafted up so far (WIP) but I imagine someone can make something way better: @PART[*]:NEEDS[RealFuels]:HAS[@MODULE[RESOURCE]]:HAS[@RESOURCE[LiquidFuel]]:HAS[@RESOURCE[Oxidizer]]:AFTER[RealFuels] { MODULE { name = ModuleFuelTanks volume = (what goes here? I know I can somehow implement the MATH functions to give me my volume, I just don't know the code well enough to do that yet) type = Default } !RESOURCE[LiquidFuel] !RESOURCE[Oxidizer] } I'm not just looking to make a direct change from Liquid Fuel to Kerosene and so forth as different engines need different ratios so I'm looking to basically turn all tanks with Liq. Fuel and Ox. to a modular tank. Any help will be appreciated!
  5. Looks great! Only recommendation: possibly made the auxiliary external pipe that would connect the two internal tanks more, well, pipe like? lol Here is an example of what I mean: Notice the LOX Feedline Bellows, something like that would be neat
  6. I agree with everything here, especially the DDS format as it can help save a LOT of memory and dependencies don't matter because you already have a few so what's one more?
  7. Actually, is it possible to make a 4 seater? Would just putting 2 additional seats directly below the current ones upside down work?
  8. Sorry if someone addressed this and I haven't seen it but when I go into the SPH and try to configure the wheels, none of the sliders are available? I have the latest FireSpitter and I think the issue may be to do with tweakable everything mod looking into it now
  9. By RSS he means Real Solar System mod, which is the game modeled for Earth and real space and everything else, so those numbers put tracking stations at their real life analogues (Kennedy space center, Vandenburg, Baikonur, etc.) on earth in the RSS mod
  10. Yes it was to demonstrate the court system and the steps involved, quite informative actually lol
  11. If you look towards the top of his station he has 2 probes with mini docking ports that can detach, grab those modules, and then go dock them in place and return to their spot on top of the station. At least that's what it looks like
  12. Is it bad that I know the source of that .gif because of my government class?
  13. It's really great lol it truly gives a more metallic feel to the parts in the game ESPECIALLY when used with the 2.5m tanks redone in this pack
  14. No not necessarily in that I rather have the sources of the EVA suits from that pack and their original creator who i've worked with to make some custom ones. But you're right in that when I use those suits it happens, defaults are fine
  15. I'm having similar problems with texture replacer too, my suits are getting messed up weird
  16. Looks great!!!!! With quality like that i'm considering downloading this again
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