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a__gun

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Everything posted by a__gun

  1. As excited as I am for this, I can't help wondering (hoping) that a release of this means more work on CactEye is next...?
  2. I know you've been mostly working on CLS, but for fairings why not talk to e-dog about using the code from Proc. Fairings? The licence certainly allows it.
  3. Hi there, pretty much just need two lines: TechRequired = electrics entryCost = 800 TechRequired should be pretty obvious - best idea is probably look at the cfg for a part you think should be a similar tech level and use whatever it says in that one. entryCost isn't currently used, but defines the cost of unlocking the part.
  4. I like this idea, but would discourage a default setting - make it a configurable setting
  5. You could add liquid fuel and oxidizer as you like and remove the 'FSanimateGeneric' module. This would essentially make it into a fuel tank by removing the open/close door functionality.
  6. Have you seen the latest Devnote Daily Kerbal: Sounds like there may be a stock version of this coming up
  7. No problemo - you could set the context editing as a option perhaps?
  8. I can never remember which is which! Your best bet is to change a value, load the game, see where it is, change the file, reload from the dev menu and repeat until its in the right place
  9. I made a full set of tubes (including 3.75m) you can get here (still needs the original mod to work)
  10. In the .cfg file there will be something similar to this: node_stack_top = 0.0, 0.374, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.374, 0.0, 0.0, 1.0, 0.0, 1 the first three numbers are the x,y,z co-ordinates of the node and the next few numbers are the direction it attaches in. The final number is the size of the node (0,1 or 2).
  11. Hey I had good resources to start from Really its just intended to tide me over until FLEXracks gets a release
  12. Looks promising - did you have anything in particular in mind or is it just something techy looking?
  13. Erm....I don't remember to be honest. I don't remember having any issues though, I progressed through the tree at about the speed I normally would. Just make sure you unlock science parts first, and hit as many biomes with them as you can. You can always take multiple empty pods to act as batteries (or loads of fuel + a charge generating engine)
  14. Just sent you a pm with a link to a set of revised descriptions.
  15. If anyone is interested I've made a MM patch for the ISRU to make it a bit easier to attach. It makes the bottom node usable and adds a small top node. The side node can have things connected to it, but can't connect to other things (like the stock station hub). To make that less of an issue though, I have enabled surface attachement at that point. Download at DropBox here Images, because reasons:
  16. Well you've done a very good job mostly - I cleaned up the spelling/grammar in the part descriptions for my own use but I can publish them if you'd like (Or let you know what needs changing). I can proof-read stuff for you too if you like
  17. And I was unaware this mod existed until hrhtml99 posted! Good luck with RL and I look forward to the update
  18. Wow perfect stock-alike. Just a few comments: The T shape girder piece doesn't conform to the height of the stock ones as you can see here: It would be great to get a version of the TP-250 (The 2.5m to 0.625m half sphere tank) which has a 1.25m top. Keep up the good work
  19. Is it possible to use comparisons (<,>, etc) like this: @PART[*]:HAS[#mass[>1], #node*[*,*,*,*,*,>0]] //attempting to select any part with mass greater than 1, or with an attachment node of size 1 or above. { }
  20. You just cant stay focused can ya Personally I agree on number 1 - no point in a 'add this part to win' system. I like both 2 and 3, and think a combination of the two would be the way to go. For me, number 4 is just starting to get a bit more complex than anything kerbal ever should. I'm imagining (using CLS) the size of a kerbal's living space, the time spent within it, the other kerbals (and their sanity and stock attributes) within the living space and the distance from Kerbin all being the main factors. Other things should also impact in a more minor way, such as gaining science, landing on a body, spacewalks and amount of resources left (this could both tie into life support mods and also try to roughly gauge chance of safe return home - when running out of fuel Kerbals should start to panic!).
  21. I would assume the source code for Telemachus has want you want
  22. This is truly fantastic, but is it just me or do the textures look a little stretched compared to your teaser image?
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