idamoofus Posted October 6, 2021 Share Posted October 6, 2021 It seems as though the new docking port models didn't go through in the update; they still seem to show up as the old broken-textured ones. Tried manual install and through CKAN Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 6, 2021 Author Share Posted October 6, 2021 Odd, they're showing up properly on my end. Latest update has been re-uploaded, see if that fixes it. Quote Link to comment Share on other sites More sharing options...
idamoofus Posted October 7, 2021 Share Posted October 7, 2021 Tried it on a clean instance and they're fine now, interesting. Not sure if it was a conflict with Restock or something stuck in a cache somewhere. Will experiment later. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 9, 2021 Author Share Posted October 9, 2021 A hotfix update has been uploaded (V 1.6.1.2) that fixes the Sievert Engine FX Quote Link to comment Share on other sites More sharing options...
RedRoyal25 Posted October 13, 2021 Share Posted October 13, 2021 Part Idea to go with the new Structural fusalage things what if you had a part that opened up on the side like this but was still flush to the fuselage? like a cargo bay that opened up on the side. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 23, 2021 Share Posted October 23, 2021 (edited) @SuicidalInsanity Hi. sorry, I know you are busy, but just wondering if you would be willing to release your MK3 parts in MK3 Size1.5 pack that just changes the config files to halve everything, scale, mass etc. I like the size because it fits well with Kerbal sized cargo and I make configs to use your parts in my game at that size, but I can't release anything on KerbalX because they are your parts. It would be nice if there was an official parts pack so I could make and release things legitmately. Just the structural /fuselage/adapters MK3 not the engines etc. Thank you for your time. Here it shows one of your ramps combined with Airplane Plus Mk3S1.5 formfactor. Edited October 23, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Staticalliam7 Posted October 30, 2021 Share Posted October 30, 2021 Finally! Mk3 docking ports! Question about them, do they line up with the Senor clamp-o-tron profile? Quote Link to comment Share on other sites More sharing options...
Staticalliam7 Posted November 12, 2021 Share Posted November 12, 2021 Waterfall configs? Quote Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted January 5, 2022 Share Posted January 5, 2022 ^^^^ and also restock support? also for some reason the atomic engines don't work for me Quote Link to comment Share on other sites More sharing options...
Voqk Posted January 23, 2022 Share Posted January 23, 2022 Hi all, I think I've found a small bug. The MK3 Chines seem to have inverted angles when used in symmetry mode: I've used alt to attach the rear chine to the forward chine. You can see that the rotation is inverted on each side, so if one is facing correctly the other is rotated 180 degrees Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted January 23, 2022 Share Posted January 23, 2022 You need to attach them using radial symmetry, not mirror symmetry. I dont know why, but thats how it works for me. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 31, 2022 Share Posted January 31, 2022 I think there's an issue with the attach nodes of the Mk3 curved hollow fuselage: they are rotated of 90°. Quote Link to comment Share on other sites More sharing options...
pulltmp73his Posted February 8, 2022 Share Posted February 8, 2022 I can see you this is most definately - not-nececarily the issue, as I have it introduced, and it slows down there, importance there is possibly a contention with one more mod also since I have different mods, however it slows down on precisely the same spot, and I twofold checked, the local area asset pack was introduced. *Note this is from introducing both by means of Ckan, so I in all actuality do acknowledge now there - is-the opportunity Ckan wrecked it some way or another, however still.* Quote Link to comment Share on other sites More sharing options...
krautbernd12 Posted February 16, 2022 Share Posted February 16, 2022 (edited) Sorry to drag this back up, but like @MrLake I am also experiencing texture issues in conjunction with restock - is there a way to get these two to play nice? EDIT: The whitelist is missing the Clampotron Sr. texture. Adding: Squad/Parts/Utility/dockingPortSr/ClampotronSr_ClampotronSr_Diffuse.dds to the whitelist file fixes the texture issues for me. Edited February 16, 2022 by krautbernd12 Quote Link to comment Share on other sites More sharing options...
krautbernd12 Posted February 17, 2022 Share Posted February 17, 2022 (edited) @SuicidalInsanity I'm running into the same issues with SystemHeat integration as with the MK2 expansion - none of the nuclear parts generate any heat, and the reactor crashes my game if it is used with other heat generating parts. Again, as far as I can tell this is due to the missing heat generation curve entry in the patch cfg. Is this intended? Edited February 17, 2022 by krautbernd12 Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted April 1, 2022 Share Posted April 1, 2022 Is there a patch to allow the Mk3 Saddle Tank Long to be switched to LH2 and OX Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 5, 2022 Share Posted April 5, 2022 Is it possible/has anyone used the chines (or other parts in this pack) to create "flat-bottomed" spaceplanes with fuselages as side fuel tanks? Or is there a better way to do that? Quote Link to comment Share on other sites More sharing options...
Joker58th Posted April 23, 2022 Share Posted April 23, 2022 On 2/16/2022 at 12:49 PM, krautbernd12 said: Sorry to drag this back up, but like @MrLake I am also experiencing texture issues in conjunction with restock - is there a way to get these two to play nice? EDIT: The whitelist is missing the Clampotron Sr. texture. Adding: Squad/Parts/Utility/dockingPortSr/ClampotronSr_ClampotronSr_Diffuse.dds to the whitelist file fixes the texture issues for me. This fixed the Mk3 Docking Port texture for me as well. Thanks for being specific on the whitelist. Quote Link to comment Share on other sites More sharing options...
Joker58th Posted April 28, 2022 Share Posted April 28, 2022 Sooo..has anyone worked on any waterfall configs? Quote Link to comment Share on other sites More sharing options...
a__gun Posted September 2, 2022 Share Posted September 2, 2022 The Mk3 Cargo Nose Ramp has some crazy drag issues. On take off it quickly generates more drag than the rest of the plane and flips you round. I'd patch it myself, but I have no idea how the drag cube stuff works Quote Link to comment Share on other sites More sharing options...
achroma Posted September 12, 2022 Share Posted September 12, 2022 Heya! The emissive for the Mk3 Crew Saddletank is somehow broken. The cfg doesn't seem to be the culprit tho (latest release on github): Quote MODULE { name = ModuleAnimateGeneric animationName = Crewlights defaultActionGroup = Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off animSpeed = 0.25 } Is there supposed to be an emissive dds file that looks like the windows perhaps? *shrug* The dds files in there are 4-pixel white squares unless i did something wrong. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted September 12, 2022 Share Posted September 12, 2022 5 minutes ago, achroma said: The dds files in there are 4-pixel white squares unless i did something wrong. This mod uses stock textures, the white squares are just place holders. The config should have lines up in the MODEL section that show the folder pathway to where it expects to find the stock textures. If for some reason the expected folder does not have the textures it is looking for (or doesn't exist) then you will end up without the textures in game. Depending on your version of KSP they may have been moved or depreciated into the depreciated folder section. Quote Link to comment Share on other sites More sharing options...
SneakyRobot Posted March 25, 2023 Share Posted March 25, 2023 The Inventory part doesn't seem to play nice with KIS/KAS. I can store stuff & look at the stuff but then I can't take stuff back out to transfer to a different inventory or to just attach to the spacecraft with the drill Quote Link to comment Share on other sites More sharing options...
KolonelKerbal Posted May 2, 2023 Share Posted May 2, 2023 I need some help. I just wanted to know why the Inline command bridge is jacked up? I can see 2 pilots from external view, and they arent in the seats, but in the center of the pod clipped into each other. Please tell me how to fix this. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 7, 2023 Share Posted May 7, 2023 On 5/2/2023 at 11:49 AM, KolonelKerbal said: I need some help. I just wanted to know why the Inline command bridge is jacked up? I can see 2 pilots from external view, and they arent in the seats, but in the center of the pod clipped into each other. Please tell me how to fix this. Whoever made the internal for this model, has accidentally put the empties (a floating point in the 3d internal model that have a defined orientation) that let the game know where to place the seated kerbals and in what direction, in the wrong place and orientation. If you have access to to Blender/BforArtists3 with the .mu plugin installed, then it can be adjusted and saved as a new internal model, you then just make sure the config file uses the newly named model. Quote Link to comment Share on other sites More sharing options...
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