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a__gun

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Everything posted by a__gun

  1. You implied there was something more similar than NavyFish's mod. As Owl said, he credited NavyFish for inspiration so he clearly knows of that mod. Pretty sure the OP (and myself also) don't know of any mods that intigrate docking information into the NavBall
  2. A very fair point! For my piece of mind I'd love to see a video explaining its use
  3. Someone PLEASE correct me if I'm wrong but.... Is this not the exact opposite of what the general consensus is? I thought for the best control you wanted to keep vectoring enabled for your central engines and have it disabled for any that are radially mounted.
  4. Probably just personal preference, but I prefer the fuel and texture switching supplied by Stretchy Tanks and I couldn't help noticing it's on a sharealike licence... With this in mind I have been looking at his plugin and have started stripping it down for use with this mod. If you want to use it when I'm done I'd be more than happy to supply it to you (Just need to credit the original author and myself) but if not I'm happy to keep it for my own use
  5. I tracked down the culprit - the original install had map files from ISA Mapsat that I guess must of been pushing me over the limit. So yea....guess its the same memory issues as everyone else
  6. Ok not a lot of help to anyone but I am now mightily confused. I went through adding each mod one by one to a clean install in a different and the game loaded up fine every time. In a desperate attempt to replicate my previous issues I copied the original game data folder over and suddenly it starts crashing on vehicle unpack again! I checked the two game data folders against each other and they are seemingly identical (Same no. of folders and files and same size as well as a visual check) so I have no idea. All I know for certain is that the new B9 release doesn't seem to have any issues on its own..or indeed any compatibility issues with my other mods o.O I'll come back to this later and see if I can work out what's going on
  7. Update: Just made a clean install with only B9 added and it works fine. Now going to add in other packs and see if theres a conflict or if I just overloaded my memory :/
  8. Game seems to crash when loading the B9 crafts :/ Tried both in the SPH and straight to the runway. Before anyone asks its a clean install, old version totally deleted beforehand (including extra plugins FS etc)
  9. No sarbian you misunderstood me - I know there is a maneuver node editor in MechJeb the thing that I think would be a great addition would be the ability to change your conics draw mode from inside the game.
  10. MechJeb is definitely my preferred co-pilot, but I've recently been using Voneiden's Maneuver Node Improvement for the on-the-fly switching of conics draw mode. I would love to see this feature implemented into MechJeb so that I could stop using multiple tools
  11. From the first post The dev builds are being updated regularly and they have already updated mechjeb for .22
  12. Don't know about railgunners issues but I can confirm that my issues were definately nothing to do with kspx
  13. Hmmm... I had similar issues with a heavy lifter I built with a large atomic motor in the final stage. I'd thought it was down to the weight of the craft and the poor struting but i shall investigate!
  14. Sarbian you should really get that thread closed or just edit the first post to tell people to head back to this thread...or both lol
  15. Ah ok so the only change is that the plugin dll is no longer bundled with every pack? Thats fine EDIT: Thanks for the quick reply btw
  16. Does this mean the Lazor Guided Weapons will no longer work as a stand alone..?
  17. I hadn't really considered that you couldn't scale the parts linearly in a radial fashion (i.e. outwards from the hub) without also scaling them in all other directions. The only other clever thing I can think of is that you wouldn't need 9 nodes with individual spokes, just 3 nodes of meshes containing 3 spokes (Still probably more effort than it is worth). Ooh actually another bright idea that I probably havn't fully thought through the launch clamps must include some kind of auto scaling or stretching so that they always reach the floor no matter how high up you attach them - perhaps there is some code there to be exploted for the spokes (Again...probably more effort than it is worth) You seem to have a thing for maths lol
  18. I know it would take a redesign, but could you not go for middle ground? Have each toroidal tank made up of two models - the ring itself in one and the spokes/detail in another. That way the ring can be scaled independantly of the spokes, and you still are only using two models for all of the tanks Can use this approach for any of the parts in this pack really...
  19. Sounds like a plan to me. Quick question though - I found the old dev thread for this mod, and you posted a pic of a WIP hab module. What ever happened to this?
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