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a__gun

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Everything posted by a__gun

  1. I *very* much like the concept, but don't think your first attempt actually fits with KW that well - I think its the colour of the engine nozzle (bell is it?) thats wrong
  2. So sorry what actually is this - the KW models and textures made to use the procedural fairings functionality? Or is it just textures that fit with KW or what..?
  3. The processor needs to be in a processor mount, inside a bay DIRECTLY underneath the main tube. If you think of the processor as a camera and the tube as the lens - put anything in between and it won't work.
  4. Any chance this could be implemented into the SPH too? Also, could you make it so the window is hidden until the toolbar button is clicked?
  5. Just made a MM patch to integrate this with TAC-LS All parts will contain life support resources scaled to their size and the fact that they are not just storage containers (I.E. they arn't choc full) @PART[centrifuge1] { MODULE { name = LifeSupportModule } } @PART[inflato1] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 } } @PART[inflato2] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } } @PART[inflatoFlat] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } } @PART[orbitalorb] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } }
  6. Just made a ModuleManager patch to allow this. Install ModuleManager (Place the .dll file in the gamedata folder) then make a .cfg file containing the following: @PART[*]:HAS[@MODULE[FlagDecal]] { TechRequired = basicRocketry } This will unlock all parts with Basic Rocketry
  7. OMG Ion RCS? Also reserve power and a centralised panel for turning things on/off sounds cool
  8. I can confirm - roll control is pretty awful. The rest of the orientation control seems ok though. (With latest dev build)
  9. Looks awesome as usual blizzy. Will this allow full customization of what buttons show where or will they still only be available in the scenes the plugin defines?
  10. Awesome, but also seems to need one part from the spherical tank pack. Some structural part I think.
  11. Yea as the post above says your MechJeb patch is wrong. You only need to add the MechJebCore module, the MechJebPod module handles the animation on the MechJeb pod (Similarly the MechJebAR02 module handles the animation on that part).
  12. No problem happy to help Idea for the future - ability to quickly switch between different user-definable presets (With action groups perhaps..?) Also (Don't know if you have implemented this yet or not) it would be great to set the torque before leaving the SPH/VAB. Looking forward to seeing how this progresses
  13. Sounds interesting. Made a MM patch for you: DELETED WORKING VERSION NOW INCLUDED IN DOWNLOAD IN OP Don't know if your addon works with landing gear or not. If it doesn't, delete the second half of the patch.
  14. Any ideas on when you might get around to implementing multiple toolbars? Don't want to rush you (This is great already) just my bar is starting to get VERY cluttered lol.
  15. Had any luck with this? I looked at the config for the inflateable heatshield and found this: MODULE { name = ModuleHeatShield animationName = heatshield animationCurve { key = 0 0.1 0 0 key = 0.8 0.2 0 0 key = 1 1 0 0 } direction = 0, -1, 0 // bottom of pod reflective = 0.25 // 25% of heat is ignored at correct angle } A curve within the heatshield module itself - going to try it on the 2.5 shielded when I get the chance.
  16. If these are models they look amazing. If they are just concept art they're still looking pretty cool
  17. Good job on the update - nice to see you didn't just copy and paste
  18. Awesome Waiting for so many of your add ons to be realsed nothke!
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