fourfa Posted March 25, 2017 Share Posted March 25, 2017 Any interest in adding emissives to the windows? I vaguely recall that might not be in LGG's usual bag of tricks. Link to comment Share on other sites More sharing options...
A Soviet Tank Posted May 17, 2017 Share Posted May 17, 2017 I can't play without this mod anymore! I mean, I use this pod for almost every mission. Link to comment Share on other sites More sharing options...
fourfa Posted May 17, 2017 Share Posted May 17, 2017 Latest version of this mod - the pod itself shows up in the grid of fuel tanks, not the command pods. I'm sure that's a simple fix and I can probably even hash it out myself, but wanted to mention it Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 17, 2017 Author Share Posted May 17, 2017 1 minute ago, fourfa said: Latest version of this mod - the pod itself shows up in the grid of fuel tanks, not the command pods. I'm sure that's a simple fix and I can probably even hash it out myself, but wanted to mention it No other mods? I'll take a look Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 17, 2017 Share Posted May 17, 2017 1 minute ago, fourfa said: Latest version of this mod - the pod itself shows up in the grid of fuel tanks, not the command pods. I'm sure that's a simple fix and I can probably even hash it out myself, but wanted to mention it The .cfg file specifies category = Pods so something is wrong on your end? Are you using filter extensions (if so, bring it up in their thread)? Link to comment Share on other sites More sharing options...
fourfa Posted May 17, 2017 Share Posted May 17, 2017 I do have other mods, but not filter extensions. I'll investigate. Thanks Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 17, 2017 Author Share Posted May 17, 2017 9 minutes ago, fourfa said: Latest version of this mod - the pod itself shows up in the grid of fuel tanks, not the command pods. I'm sure that's a simple fix and I can probably even hash it out myself, but wanted to mention it Looks ok over here, I just downloaded from Spacedock, it showed up in pods properly. Are you running the stock tech tree or something else? Link to comment Share on other sites More sharing options...
fourfa Posted May 17, 2017 Share Posted May 17, 2017 Community Tech Tree. Its placement in the tech tree is fine, just shows up strangely in the parts grids in the VAB/SPH build editor. I'll start the mod elimination game to see what's interfering. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2017 Author Share Posted May 22, 2017 New release, 1.1.8.1: Fixed patch for ConnectedLivingSpace (wasn't working) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 26, 2017 Author Share Posted May 26, 2017 New release, 1.1.8.2: Updated for 1.3 Link to comment Share on other sites More sharing options...
Murdabenne Posted May 27, 2017 Share Posted May 27, 2017 is 1.1.8.2 backward compatible for ksp 1.2.2.1622, or do I need to stick with 1.1.8.1? Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 27, 2017 Share Posted May 27, 2017 8 hours ago, Murdabenne said: is 1.1.8.2 backward compatible for ksp 1.2.2.1622, or do I need to stick with 1.1.8.1? The only thing changed was the K2.version file so it is backwards compatible but there's no need to update. Link to comment Share on other sites More sharing options...
Ruedii Posted May 29, 2017 Share Posted May 29, 2017 This mod has a pretty model, but seems to have a rather bad texture. Does anyone else think we need a community call to retexture it. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 30, 2017 Author Share Posted May 30, 2017 On 5/29/2017 at 4:14 AM, Ruedii said: This mod has a pretty model, but seems to have a rather bad texture. Does anyone else think we need a community call to retexture it. Feel free to do it yourself, I do take PRs and other contributions Link to comment Share on other sites More sharing options...
Ruedii Posted May 30, 2017 Share Posted May 30, 2017 6 hours ago, linuxgurugamer said: Feel free to do it yourself, I do take PRs and other contributions I was thinking of doing it once the current next generation parts in the preview mod are in stock. Since I want to simply texture to the stock texture atlas, and all, it would be a pain if they all changed on me. Link to comment Share on other sites More sharing options...
strudo76 Posted June 15, 2017 Share Posted June 15, 2017 KSP-AVC says this is compiled against 1.2. Is that expected behavior? Version 1.1.8.2 downloaded with CKAN. Link to comment Share on other sites More sharing options...
Ruedii Posted June 15, 2017 Share Posted June 15, 2017 On 5/30/2017 at 11:14 AM, linuxgurugamer said: Feel free to do it yourself, I do take PRs and other contributions I'll keep it on the list of considerations if I go into a particular aspect of modding. My idea for doing it was to use the stock textures, but those are changing very soon according to Squad's notes and their part overhaul preview. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 15, 2017 Author Share Posted June 15, 2017 8 hours ago, strudo76 said: KSP-AVC says this is compiled against 1.2. Is that expected behavior? Version 1.1.8.2 downloaded with CKAN. It's fine, check the .version file. it should say that the max version is 1.3.99: "KSP_VERSION_MAX": { "MAJOR":1, "MINOR":3, "PATCH":99 } I did update the ksp-avc site, it was out-of-date Link to comment Share on other sites More sharing options...
Sentmassen Posted June 16, 2017 Share Posted June 16, 2017 I want to try to add a emissive layer to the capsule so it has lights. I need all the parts like the model, collision mesh, etc to do this, but I'm not seeing these on the source page on github. Do you have these somewhere where I can get them? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 16, 2017 Author Share Posted June 16, 2017 7 hours ago, Sentmassen said: I want to try to add a emissive layer to the capsule so it has lights. I need all the parts like the model, collision mesh, etc to do this, but I'm not seeing these on the source page on github. Do you have these somewhere where I can get them? Nope. You can try contacting the original author Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted July 4, 2017 Share Posted July 4, 2017 @linuxgurugamer Can you please make this pod 1.875 m, as 1.25 m doesn't make sense for a 2-kerbal pod in which the kerbals are sitting side-by-side, as one kerbal fits in that orientation in the mk1 pod,so this needs to be wider. Thanks, Bottle Rocketeer 500 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 4, 2017 Author Share Posted July 4, 2017 34 minutes ago, Bottle Rocketeer 500 said: @linuxgurugamer Can you please make this pod 1.875 m, as 1.25 m doesn't make sense for a 2-kerbal pod in which the kerbals are sitting side-by-side, as one kerbal fits in that orientation in the mk1 pod,so this needs to be wider. Thanks, Bottle Rocketeer 500 No. Without helmets, they would fit. There is at least one other 1.25m pod which also has 2 kerbals. If you don't like it,either don't use it or edit the config to increase the size by 50%. You can use the following to do it, Just make sure you have ModuleManager installed: Copy the following into a file called "K21875.cfg" anywhere inside the GameData directory: @PART[K2Pod] { %rescaleFactor = 1.5 } Link to comment Share on other sites More sharing options...
MWSin Posted August 23, 2017 Share Posted August 23, 2017 A suggestion: Add a cfg that detects some of the more common tech tree rebalance mods and adjusts accordingly. For my own use with SETI Unmanned Before Manned, I've moved it to advFlightControl to keep it between the Mk1 and Mk1-2. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 23, 2017 Author Share Posted August 23, 2017 Did you do that in a MM patch or a direct edit? If a MM patch, could you send it to me please? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 23, 2017 Author Share Posted August 23, 2017 On 7/4/2017 at 8:26 AM, linuxgurugamer said: No. Without helmets, they would fit. There is at least one other 1.25m pod which also has 2 kerbals. If you don't like it,either don't use it or edit the config to increase the size by 50%. You can use the following to do it, Just make sure you have ModuleManager installed: Copy the following into a file called "K21875.cfg" anywhere inside the GameData directory: @PART[K2Pod] { %rescaleFactor = 1.5 } FYI, in the next release of this, there will be a patch installable via PatchManager to install this patch. Link to comment Share on other sites More sharing options...
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