davidy12 Posted September 13, 2015 Share Posted September 13, 2015 Why aren't the side windows on the inflatables lighting up? Link to comment Share on other sites More sharing options...
Nils277 Posted September 13, 2015 Author Share Posted September 13, 2015 Why aren't the side windows on the inflatables lighting up?I'd say it's a feature...but it's a bug i have to fix Might have mixed up some shaders... Link to comment Share on other sites More sharing options...
davidy12 Posted September 13, 2015 Share Posted September 13, 2015 In the next version then or another bug fix? Link to comment Share on other sites More sharing options...
Nils277 Posted September 13, 2015 Author Share Posted September 13, 2015 In the next version. This bug is not critical to run the mod.Had the make the last hotfix to add the sources...or else i would have violated the terms for posting mods. Link to comment Share on other sites More sharing options...
Gabealicious Posted September 13, 2015 Share Posted September 13, 2015 (edited) Ignore this. Edited September 14, 2015 by Gabealicious Link to comment Share on other sites More sharing options...
r1chardj0n3s Posted September 13, 2015 Share Posted September 13, 2015 Haven't updated yet; am going to take a break from KSP until 1.1 arrives (and mods are updated so (hopefully) the game is less painful when trying to construct large bases.Just want to say thanks Nils for your great mod This is my final base, each part landed separately under its own power just using the inline jet modules. Getting the balance right was fun (I ended up steering the final solar array gantry by controlling the "max thrust" slider of one of the engines Link to comment Share on other sites More sharing options...
Gabealicious Posted September 14, 2015 Share Posted September 14, 2015 (edited) Ignore this too. Edited September 14, 2015 by Gabealicious Link to comment Share on other sites More sharing options...
Vanamonde Posted September 14, 2015 Share Posted September 14, 2015 Gabealicious, you happened to be posting between times we sent approvals through. Link to comment Share on other sites More sharing options...
Nils277 Posted September 14, 2015 Author Share Posted September 14, 2015 This is a great mod, and I'm enjoying the hell out of it.That said, the 0.2.3 update allows you to see inside the Command Module through the window. That's REALLY cool and everything... In theory. But with KSPs sad performance issues, it KILLS my frame rates when the module is in view.Can I disable that via tweaking a config file?You can find the description with the name of the file that has to be deleted in the readme file. ;-) Link to comment Share on other sites More sharing options...
Rhedd Posted September 14, 2015 Share Posted September 14, 2015 I think you already know this, but the lighted windows (if you aren't using the transparent ones, which I'm not) are messed up on all modules except the science and cupola. Link to comment Share on other sites More sharing options...
Bloody_looser Posted September 14, 2015 Share Posted September 14, 2015 Wow, what an incredible update! And it's still WIP. Most of released mods are not half that solid, and this one is solid like a space rock.Hw u do dis??? And here am I, who can't even animate a parachute without getting a nullreference all over the console. Feedback: - Rasterprop monitors in living quarters are strange-scaled and look kinda stretched.- Double click on an airlock in living quarters sent me eva. Is it a feature?- Is there a way to remove or fold green monitor thingie from cupola? It's not a plane after all. (Yeah, I'm aware of rovers, but still) Link to comment Share on other sites More sharing options...
BinaryBad Posted September 14, 2015 Share Posted September 14, 2015 (edited) Terrific update. Love the transparent windows. Really makes everything look amazing. One issue I'm having is attaching the wheels. I get the idea they are supposed to go inside the engines? I can mount them on outside ok, but I downloaded an example craft that had them (stored much more elegantly) inside. Can't seem to replicate it. Edit - Managed to get it working. Works really well. Edited September 14, 2015 by BinaryBad Link to comment Share on other sites More sharing options...
Bloody_looser Posted September 14, 2015 Share Posted September 14, 2015 Terrific update. Love the transparent windows. Really makes everything look amazing. One issue I'm having is attaching the wheels. I get the idea they are supposed to go inside the engines? I can mount them on outside ok, but I downloaded an example craft that had them (stored much more elegantly) inside. Can't seem to replicate it.Example craft is dated. Landing gear with wheels is supposed to go on the outside. Link to comment Share on other sites More sharing options...
Balrog Posted September 14, 2015 Share Posted September 14, 2015 Holy mackerel, this mod is almost like cheating! I tested landing a modular base component on Minmus, and it worked GREAT! The base consisted of this: [Docking port][Thruster w/2 landing gear][Lab][MAL][Fuel tank][Habitat][Thruster w/2 landing gear][Docking port]MechJeb, Landing Control, solar panel, and batteries on top. Don't forget to fill the liquid propellant and oxidizer in the thruster and fuel tank segments.From a 12 Km orbit, this thing landed by itself, with fuel to spare. Link to comment Share on other sites More sharing options...
Vorg Posted September 14, 2015 Share Posted September 14, 2015 There is this note on the op: Notes on the Greenhouse: In this version the Greenhouse has opaque windows because the shader for transparent parts can't be emissive to light the windows. In the future you can choose which version you want.I was wondering why can't you use transparent windows and place a small light inside? Then you get both and the light source is correct. Or does unity poor light handling slam frame rate to much this way? Link to comment Share on other sites More sharing options...
davidy12 Posted September 16, 2015 Share Posted September 16, 2015 Also I thought I'd bring up the Greenhouse isn't in the planetary bases tab in the menu. It's still in the game, but not in the tab. Link to comment Share on other sites More sharing options...
Agost Posted September 19, 2015 Share Posted September 19, 2015 Nice mod, I'll add this to my modded install once KSP 1.1 64 bit is (hopefully) out Link to comment Share on other sites More sharing options...
davidy12 Posted September 19, 2015 Share Posted September 19, 2015 Hey Nils, may I ask, what do you plan to do after this project? Link to comment Share on other sites More sharing options...
Nils277 Posted September 19, 2015 Author Share Posted September 19, 2015 (edited) Feedback: - Rasterprop monitors in living quarters are strange-scaled and look kinda stretched.- Double click on an airlock in living quarters sent me eva. Is it a feature?- Is there a way to remove or fold green monitor thingie from cupola? It's not a plane after all. (Yeah, I'm aware of rovers, but still)1. Jep the monitors really looks kinda strange...i have to think about making some kind of TV prop or something.2. This is a feature yes. It is a prop that you can add with RPM. It is not in all parts yet3. You'd have to find the parts in the config file for the IVA and remove it. Maybe you are right, this parts belongs to a spacecraft and not a base.Example craft is dated. Landing gear with wheels is supposed to go on the outside.Oh...i have totally forgotten that example craft. I will update it sometime soon. Holy mackerel, this mod is almost like cheating! I tested landing a modular base component on Minmus, and it worked GREAT! The base consisted of this: [Docking port][Thruster w/2 landing gear][Lab][MAL][Fuel tank][Habitat][Thruster w/2 landing gear][Docking port]MechJeb, Landing Control, solar panel, and batteries on top. Don't forget to fill the liquid propellant and oxidizer in the thruster and fuel tank segments.From a 12 Km orbit, this thing landed by itself, with fuel to spare.Do you think that the engines are too overpowered? They have nearly the same ISP as the MK55 "Thud" engine.Also I thought I'd bring up the Greenhouse isn't in the planetary bases tab in the menu. It's still in the game, but not in the tab.Have you looked into the life-support section? The greenhouse now is in this section when a life-support mod is installed.There is this note on the op: I was wondering why can't you use transparent windows and place a small light inside? Then you get both and the light source is correct. Or does unity poor light handling slam frame rate to much this way?Hmm...i really need to remove that statement from the main post. It is dated. The newest version allows transparent windows thanks to RPM.Nice mod, I'll add this to my modded install once KSP 1.1 64 bit is (hopefully) outAnd i hope that it will be possible to make the mode ready for 1.1 in an acceptable timeframe Hey Nils, may I ask, what do you plan to do after this project?I'm totally not sure yet...Maybe an adaption of this mod for space-stations. Maybe a more permanent approach with bases that can buried in the ground on other planets.Or maybe just some break from modding. I haven't had much time to really play KSP or other games in the last months...still haven't even started with Witcher 3 Edited September 19, 2015 by Nils277 Link to comment Share on other sites More sharing options...
Dakota2063 Posted September 19, 2015 Share Posted September 19, 2015 I'm totally not sure yet...Maybe an adaption of this mod for space-stations. Maybe a more permanent approach with bases that can buried in the ground on other planets.Or maybe just some break from modding. I haven't had much time to really play KSP or other games in the last months...still haven't even started with Witcher 3 I would love a more permanent base mod. I've been working on a concept like this, and planned to use Ose Workshop to produce parts in the field, and KIS to build them part by part. Would love to see a base built into the ground. Love the new cross section adapter. it is awesome. Link to comment Share on other sites More sharing options...
davidy12 Posted September 19, 2015 Share Posted September 19, 2015 Don't have LS... Greenhouse should be in the utility Link to comment Share on other sites More sharing options...
Nils277 Posted September 19, 2015 Author Share Posted September 19, 2015 Don't have LS... Greenhouse should be in the utilityI'll check that and try to fix it. Link to comment Share on other sites More sharing options...
davidy12 Posted September 19, 2015 Share Posted September 19, 2015 Okay, thank you. Just curious, when do you think the next version will be released? I don't mean to pester, but its just one of my favorite mods. Link to comment Share on other sites More sharing options...
ndiver Posted September 20, 2015 Share Posted September 20, 2015 The transparent windows are beautiful I've a curious bug with the wheels, that I couldn't solve after multiple tests : the front and back directions for driving are inverted. I totally remade my craft to be sure i did not made a mistake. Any idea ?Also, the lateral nodes from the Meerkat difficultly grab the nodes of the landing gears. Link to comment Share on other sites More sharing options...
LitaAlto Posted September 21, 2015 Share Posted September 21, 2015 Where in the stock tech tree should the greenhouse be?For that matter, does anyone know where it should be in the Community Tech Tree? Link to comment Share on other sites More sharing options...
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