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landeTLS

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Everything posted by landeTLS

  1. Those sketches look really nice. I had a look at the new "aeon" parts included in 3.7 and they look really good. They should defidently replace all the default hexcans and smelter etc. I also managed to get the inactive aeon launchpad into the game but i couldnt get its fold out animation to work. Looks good tho. Some unrelated comments on the default models: The augers animations dont work and as said before tgey are really awkward to place. Yorik made an exellent drill model that could replace it but the model i have is not optimized so its tris count is over 6000 so the game wont load it. Im not a modeller so atm i cant fix that. Also the hexcans guy has a drill hes been working on that looks promising. The rocketparts factory is probably the most awkward part to place and in terms of design. In my game i made cfgs for the big and small kspi electric generators and they look kindof nice as automated rocketparts fabs. I also made some retextures of zzz's "zboxes" to use for containers before i saw the new aeon parts. They look good for storing ore/metal/rocketparts. I also modded and retextured the kethane drills to drill ore. Im thinking that the launchpad2 model might be possible to retexture so it looks a bit nicer since it has really cool animations and such. Im currently only using the orbitaldock with slightly altered textures (the way the texture map is applied to the model makes proper retexturing impossible) Hope this helps. If i get around to retexture any of the parts ill be sure to post the results here for review
  2. Tested the pqs dev version. Default settings. The kerbin clouds look nice except for the issue reported a few times before where the mountains come through the clouds someplaces. I had a quick look at duna and eve and eve looks ok but perhaps a bit oversaturated with clouds? Duna is the other way. I can see a slight shade difference when i turn the clouds on and off but they are really barely visible at best.
  3. It would be lovely if these where made available for download even if it was in obj format. Both the models and textures look really good. I could probably also help exporting the models/textures in unity for community use if you want? Just hit me up with a pm if youre not wanting to post the obj files on the forum.
  4. The orbital orb already supports rpm. They are added when you "install" rpm 0.13
  5. how do i override settings for only one modfolder and recurse all underlying folders?
  6. In the early planetfactory days i made a b$$$load of asteroids based on gilly and minmus in a belt between duna and jool(30-50asteroids). It ended up looking ok by randomizing the arguement of apoapsis and changing the inclination and anomaly a bit but the mapview looked very messy. Maybe the orbit colors can be made to a less visible color to reduce the mess in the mapview.
  7. This looks really awesome. But i agree that it would be best also integrated as an rpm element. Wish we had damage so the components could change colors (maybe they can change color when they overheat. Very helpful for iva view deadly reentries) also being able to use the view to judge weak points would be very helpful.
  8. Love all those new tanks. Would love some custom porkjet style ntr's tho. In regards to the 5m bay its very useful as a copernicus style fuel bay combined with jr dockports and the long tanks. The sizes are a little off tho. And another thing is that the argon tanks are matching with the hydrogengas tanks in the nearfuture plugin but not the argon tanks. How about making them expandable and bigger hydrogengas tanks and some hydrogengas powered engines like mpdt's etc. And also some nf looking argon tanks to expand on the selection? I like the "vladimir" engine but a fairing on it would be nice. EDIT: Here's the work nothke showcased in the hollow structural components thread. demonstrating the unfinished interior and his inspiration it. Sorry for the duplicate picture. Posting on my phone and its not easy to upload and link etc. And as im reading this i realized i posted the pics in the wrong thread. I was talking about how awesome it would be to have an inflatable lab and came to think of this lab with walking in iva.
  9. One could have the equipment stored compacted in a center column and only when it inflates there is space for the scientists and desks fold out etc. I also like the idea of opening to a vacuum. Shame we dont have a good walking in iva mod yet. Nothke(flexrack creator) had a really nice lab in planning with an airlock and all but i believe he abandoned it. Poor guy. He has too many good ideas and no time to finish them:P
  10. I like the stock mission pack. Moar stock/progressive missions! i also love the new contracts system. If this could be made kindof progressive that would be perfect. It would be nice not to have to switch mission packs all the time. Kind of takes away from the immersion feeling
  11. I Like it. Especially the second one with the visible glass. Will this be just a single part like the old demv's? Or seperate parts like fusulage, base and wheels.
  12. Found it. Hadnt seen that thread search function before. Nice tool
  13. Tourshoutorpedo made an exellent iva for the stock mk3 cockpit some time last year. It has some monitors that currently dont do anything but would be excellent for rpm. On my phone so cant link but you can find it on spaceport by searching for mk3 cockpit internals. I use the cockpit for the b9 mk5 too. Fits really well
  14. In regards to the unique experiment id's youll probably want to seperate your experiments functionality from the stock system and just output science in the end. Dunno if there is any other way of doing it
  15. Heheh. That tiny bed with the stars on it cracked me up. Love the iva. Im usually not big on propellerplane looking parts but im definitely getting this.
  16. I Like it. Another exciting project. Keep up the good work
  17. I tried this yesterday. Works very well. I dunno why the thread dont have more replies. I see a lot of ppl using the components(see the kerbal reinforcement thread there is one craft there that has it) there is defidently interest in this mod and the idea in general. One tip for ciber. Rename your thread to [0.23]ciber x labs[plugin version][latest update] it will be much easier to find as its here most ppl look for mods. The models are a little silly but they are a work in progress so no issues there they look better than a lot of others. Keep up the good work
  18. Yes im thinking ill have to get rid of it too. Hopefully the developer will update it soon. I think the issue is that it spams unity with nre's so no other plugin can run scripts or load stuff so that when the other plugins try to access the stuff its supposed to have loaded it cant find it.
  19. I like those planets you made there. We should really have some list on the op where ppl can share their planets.
  20. ok tested the newest version. this nullref repeats almost 100 times on entry to the vab/sph, there are also intermittent nre's under flight. and the plugin heavily conflicts with the rasterpropmonitor plugin. same result with both the devbuild and the most recent release NullReferenceException: Object reference not set to an instance of an object at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0 at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0 at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0 at Ratzap.Fusebox.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0 at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0 at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0 at Ratzap.Fusebox.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0 at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0 at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0 at Ratzap.Fusebox.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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