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Commander Gizmo

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Everything posted by Commander Gizmo

  1. Couldn't you use the actions in photoshop to automate those manual steps? I think it records what you do and then applies the same filters and settings each time.
  2. How do you get the smelter off the pad when you build it? Do you use a crane or attach wheels to it? It seems that everything of any size that I build on the launchpad2 with wheels gets high centered and just pushes the launchpad around or can't move at all.
  3. I've found that resizing all the textures (tga files) by 50% lets me keep all the parts just fine. I also have NovaPunch, KW (also resized), and B9, along with 35 other mods installed. The little bit higher blurriness of the textures actually fits more with the stock ones.
  4. And looks WAY cooler too! Since there's no physics with pipes it seems the days of hooking into a radial port and watching everything suddenly leap into the air to it's exploding death are long gone.
  5. I like the NovaPunch 400 thrust nuclear engines. They are large and unwieldy, but very handy if you can fit them somewhere. I'd like to see a few more around that scale, perhaps something with a reactor that provides a bit of juice too?
  6. Thanks for this huge update! These new features are awesome! Unfortunately, I have also experienced the stuck kerbal and exploding parts issue. My first test was with all stock parts besides KAS and one custom RTG. I think this one is a show stopper for me. To those trying to transfer fuel at range: I'm sure this has been done by others before, but I have put a stack connector and docking port on my winch, then used the Lazor docking camera to line up the ports at 300m (I modifed the winch cable length). Then you just eject and dock. Piece of cake! This seems to be very efficient for me anyway. [EDIT] I'd like to report that attempting to select attach and then moving a pipe connector that is already linked to another pipe causes the game to lag severely as if the plugin is stuck in a loop. The lag seemed to continue even once the escape menu finally came up and I attempted to revert to launch. Also, it seems that when in attach mode the message spells escape as echap. Or maybe I just don't know which key is echap? [EDIT-2] Some more details. During testing my kerbal again fell down. This seems to happen when brushing against another object, each time for me it was a KAS object. The last time I was able to grab a nearby connector which was attached to a stored magnet on the side of the ship just above the ground. My kerbal recovered and stood up while the magnet fell underground and exploded. Thus, it would appear that all of these issues are related to things falling underground to some extent. This has only been an issue since installing KAS4. Perhaps somehow it is effecting the physics of ground contact?
  7. This is a very handy plugin. Thanks for sharing. However, it would be much easier to use if you could create a user interface that let me type in values and save presets for rapid setup. What I could really use are adjustable spot and flood lights as well. Any chance it's possible to extend this to handle that?
  8. This is AWESOME! Thanks for the update! I oddly found that after installing the new KW, sans fairings, my game memory usage skyrocketed to 4GB from 3.2GB. After reducing all textures by 50%, it now fits snugly back into 3.2GB. It would appear that the new reduced size KW is actually larger! (I did use the KWPlus optimizations previously.) I don't really mind 50% sized textures though. I'm off to try out the side mount tanks. I've been needing those!
  9. Thanks for the great flags! I actually altered mine to add more saturation and brighten them just a bit. They seemed dim. I have been looking for some great flags since I started Kerbal, and finally I'm happy with them!
  10. I just changed the rescale factor to 1.25 instead of 1.5. They fit very nicely into my designs and hide the missing polys very well.
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