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sharpspoonful

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Everything posted by sharpspoonful

  1. IR reuses DDS textures. The mod's total footprint is really low.
  2. For good wheels and parts that provide tons of mobility and utility, look no further than Infernal Robotcs, more specifically the IR Reworks page, as linked. Here are some examples on how I plan on utilizing the magic that is IR.
  3. To everyone waiting for KSLO and Aerojet Kerbodyne to be updated: I heard from Blackheart612 yesterday. He had this to say: So, an official update will happen Soonâ„¢, we all just got to be patient.
  4. To everyone waiting for KSLO and Aerojet Kerbodyne to be updated: I heard from Blackheart612 yesterday. He had this to say: So, an official update will happen Soonâ„¢, we all just got to be patient.
  5. As soon as you said that I realized these parts work a lot like expandable campers!
  6. What? It was updated a few days ago... MOARdv is the interim custodian for the mod while Mihara is on an extended leave of absence.
  7. Just a quick shout out. Great job. These look awesome, and have been what I've wanted since .17. I use CLS, and the parts like the landing assist thrusters, and SAS part are not passable. I'll write up some config for other users after the weekend. As a side note, I'd also recommend IR robotics, specifically the rework parts. The Spirit wheels and hinges make moving an positioning the stuctures a cake walk. Just be sure to remove the wheels and hinges when you're done to drop the part count!
  8. Thank you Starwaster. I was apparently using the wrong Animated Decouplers DL. All the previous issues were "solved" by using the right link. I was under the wrong assumption that you updated the GitHub DL like Sumghai does. I did not see any of the decoupler issues or boost cover staging oddities. Sorry for the wrong info earlier. For my future reference though, what is the URL path for your release dl, Starwaster?
  9. Are you using the experimental version? That version has the changes you are looking for.
  10. Not spamming at all! Quite helpful for Sumghai, and it's definitely teaching me some new stuff to keep an eye out for. - - - Updated - - - How do you add the change for the decoupler staging icon?
  11. That's what I was trying to point out. Thank you for wording it a lot better than I was able to last night. Also, use this link: https://github.com/Starwaster/AnimatedDecouplers Sorry, and @sumghai it seems that the fairings were not separating at the same time, and required to be staged twice to have the fairings be completely separated. The boost cover does not fire their separation motors on stagings, unless selected in the RMB menu, and won't allow the LES tower to fire either.
  12. Sorry guys, I'm at a friend's show right now, so I can't play test anything atm. I'll try again tomorrow with fresh installs on a clean KSP install. Edit: sumghai, it seemed that the fairings were causing the drag, but like I said, I'll need to double check tomorrow.
  13. Sorry for the double post, just doing it to bump the thread and get some eyes on from others. To the point though; it works, but I'm noticing oddities. I see drag on take-off with all fairings on, notably from the edges of the fairings. Fuel consumption is infinite on my main stage, though that could be a mod incompatibility on my end. (I was too impatient to make a clean KSP install) The ablator shielding tens to rock to the side of the parachutes main chute attachment point when reentering, as can be seen in the pictures. The decouplers work perfectly. The bump map error is still there To confirm these I'll need to do a clean install, but I'm pressed for time right now. Pictures:
  14. Cool, I'm running it as we speak, and I'll post with results in a moment. Having to reinstall KSP due to bugs on saved file...
  15. Sumghai, I'll run it through a test run as soon as you merge the pull request.
  16. I ran into similar issues attempting to run KSP on my MacBook from 2011. Maybe time to start investing in a desktop, methinks!
  17. I have a nVidia GeForce GTX 760, i5 4670K, 8 gigs of RAM, and a MSI Z87-G43 mobo. An upper midgrade rig. I've been running roughly 70 mods, all on high settings, with few performance issues. 200 parts in a single area I start to see lag. So, I'd argue it might just be your rig.
  18. You could just DL the Tanteres pack, and ad the KIS module to it's config.
  19. I'm curious as to why the removal of ATM would make such a difference. Are DDS file better than ATMs in terms of overall memory management?
  20. I have a suggestion. Would it be possible to move stored items from one crew accessible parts to another crew accessable part? For example, if I had a ground station made up of 2 of roverdude's mobile lander bases that were connected together with the connector tubes, would it be possible to move, say, stowed KAS pipes from one to the other. The idea being that the kerbal could simply carry them from module to module without having to EVA.
  21. Blikenlight Error Report #1 Blinkenlights and switches loaded the models but were not blinking, regardless of whether the parts had EC. I messaged MOARdv, and he said he'd take a look at the JSI errors when he returns home from business. EDIT: Can't remember how to embed Imgur albums...
  22. *Code snippit* Thank you for that. I wasn't sure what the new module definitions were. Also, The PRC wheels fold down, but KIS is assuming the wheel's total volume off of it's expanded size. Yeah, and I got that from looking at the containers configs. What I meant was is there a way to remove the seat inventories within a given crewable part? For instance, let's say I were to edit the hitchhiker pod so that instead of having split storage among 4 separate seats, I simulate one large locker that I could access from outside the ship. It would make sense then that the individual seat would lose that space. How would I remove the seat inventories to simulate the change in accessed stowage?
  23. I'm tinkering around with older parts that still have the KAS storage modules, specifically PRC and the ALCOR pod, and trying to figure out two things: 1.) How would I go about removing the ALCOR's seat inventory in lieu of having 1000L space of storage (simulating stowage space on the outside of the craft)? 2.) How would I reduce the volume size of the wheels? I think KIS is taking the expanded sizing rather than the collapse sizing as the default volume of the parts.
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