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asdfCYBER

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Everything posted by asdfCYBER

  1. Can't wait! Without B9 the game is not suitable for cool-looking planes IMHO. My thought: HYPE! But seriously though, I don't think everyone will like that, since it will get even harder to build a SSTO. MM config file? That won't work for the CKAN addicts. Better get a in-game button in the toolbar indeed, shouldn't be too hard (But I've never tried it, I haven't any coding skills beyond PHP, and even that is very bad ).
  2. I like this mod, but when the rightclick menu tells me the fuelline is 'white', it is grey, and when it says 'grey', it is white. This can be fixed by changing the modulemanager file to textureDisplayNames = Yellow;White;Grey;Black;Green;Blue;Purple;Red;Orange or by changing the texture order to textureNames = Squad/Parts/CompoundParts/fuelLine/model000;ColorfulFuelLines/FuelLineGrey;ColorfulFuelLines/FuelLineWhite;ColorfulFuelLines/FuelLineBlack;ColorfulFuelLines/FuelLineGreen;ColorfulFuelLines/FuelLineBlue;ColorfulFuelLines/FuelLinePurple;ColorfulFuelLines/FuelLineRed;ColorfulFuelLines/FuelLineOrange
  3. Everyone who doesn't want to download pfairings, I guess? Good mod to have anyway
  4. Danny! You don't have enough rep!
  5. I think you might get problems with the loading distance
  6. Good contract pack, now I finally have to do something for my stations while getting paid for it Edit: just got a startup message saying this pack is for 0.90, why?
  7. I think you don't really understand it: this thread is not for making crafts outside the VAB, but for creating new part models with an easy-to-use editor, or merging parts into one part (not really welding as that keeps everything from both parts, but just cherry-pick the things you like about part #1 and #2 and put them together in part #3).
  8. I really like this idea, but I also think this should be an optional program which is not needed to run KSP.
  9. This mod is exactly want I always wanted to be in ksp! Thank you for making this! Do these trailer-things fit well with the caterpillar tracks? Edit: the mod I was talking about is in the suggested mod list, so it'll probably be supported. Now it's even more awesome
  10. I downloaded this app today, and I think a few improvements could be added: biome maps for all planets, an option to change the inclination in the flight manager, and a FAR/NEAR option to decrease the take-off dV. Great app anyway, keep it up
  11. What is the difference between this thread?
  12. Sounds like an awesome mod, but is it compatible with EditorExtensions?
  13. Honestly, I was too impatient for that as that burn would take quite some time... I already made some crafts with more delta-V (around 70000 m/s) so I could try a 500km sun orbit and then a return Oh, and thanks for the rep!
  14. The original pack has an imgur album in the OP, but I meant the desurated texture pack
  15. I saw a poll was added to this thread, but there still arent any pics A month or so ago, somebody would post them in a week...
  16. My old 0.24.2 Delta Monster Made with NearFuture, the B9 3.75 to 2.5 adapter and the NovaPunch2 3.75 reaction wheel. It is possible to get 6-digit delta-V numbers with NearFuture, but I wanted to keep a reasonable TWR. Please pm me if you want the .craft file.
  17. StoredCharge is used by NearFuture capacitors, can I extend its juice-range with attaching some small capacitors? Also, how many mods are you currently maintaining?
  18. You may like https://github.com/KospY/KAS/wiki/KASModuleGrab Or you need to do a persistent.sfs edit to make a part automagically require what you want. You can press Ctrl-K to bring up the debug menu for easier grab positioning. EDIT: forgot something... This module can be applied to parts with a ModuleManager config file, like @PART[<part name*>] { MODULE { name = KASModuleGrab <some more config lines> } } *the name is not the name displayed in-game, but the name in the config file of the part itself. Change A1_White to B9_Utility_Light_A1_White Always use the name in the config file itself. EDIT 2: ModuleManager tutorial: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29/post#2
  19. As long as boosters don't disappear on launch, everything is fine Me too... Is there any progress?
  20. Do you have the logfiles? And what other mods do you use? Do you have the 0.5 or the 0.25m version?
  21. I think the ModuleManager dll packed with the download should be updated
  22. Help coming in It is not in the .dll, but in the .cfg to begin with. Like GameData\KAS\Parts\strut1\strut1.cfg. In that config is a module called KASModuleStrut: MODULE { name = KASModuleStrut nodeTransform = strutNode type = "StrutSize1" maxLenght = 8 maxAngle = 100 breakForce = 1 allowDock = false hasCollider = false tubeScale = 0.05 jointScale = 0.05 tubeSrcType = Rounded tubeTgtType = Rounded textureTiling = 4 evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/strut } I'm not entirely sure of it, but I think editing breakForce to a higher value increases the strength.
  23. not as far as I know, but you can always write a plugin that allows you to do so.
  24. For the extra spicy taste. A true explosion of flavors. WAITER! There is a red traffic light in my soup!
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