Beetlecat Posted April 26, 2016 Share Posted April 26, 2016 44 minutes ago, Whovian41110 said: Is there any way to make the IVA for the truck cockpits (cabs?) not have the helmets on? Texture replacer. It removes helmets in IVA and on atmospheric (breathable) worlds. Link to comment Share on other sites More sharing options...
Whovian41110 Posted April 26, 2016 Share Posted April 26, 2016 6 minutes ago, Beetlecat said: Texture replacer. It removes helmets in IVA and on atmospheric (breathable) worlds. But some stock IVAs don't have the helmet on... Link to comment Share on other sites More sharing options...
Beetlecat Posted April 26, 2016 Share Posted April 26, 2016 6 minutes ago, Whovian41110 said: But some stock IVAs don't have the helmet on... Er... then I'd hope that Texture Replacer wouldn't put the helmets *back* on in those cases... Link to comment Share on other sites More sharing options...
Whovian41110 Posted April 26, 2016 Share Posted April 26, 2016 Just now, Beetlecat said: Er... then I'd hope that Texture Replacer wouldn't put the helmets *back* on in those cases... Im also too low on RAM to use Texture Replacer Link to comment Share on other sites More sharing options...
m4ti140 Posted April 26, 2016 Share Posted April 26, 2016 You have to add some line to part cfg, I don't remember what it was but it was self explanatory (something like IVAhelmets=1), look in the cfgs for stock aircraft cockpits Link to comment Share on other sites More sharing options...
veryinky Posted April 26, 2016 Share Posted April 26, 2016 1 hour ago, Whovian41110 said: Is there any way to make the IVA for the truck cockpits (cabs?) not have the helmets on? In the internals definition file, first MODULE {} segment needs to have: allowCrewHelmet = false Link to comment Share on other sites More sharing options...
VenomousRequiem Posted April 26, 2016 Share Posted April 26, 2016 1 hour ago, Whovian41110 said: Im also too low on RAM to use Texture Replacer KIS has the option to take helmets off... but that might just be on EVA. Link to comment Share on other sites More sharing options...
veryinky Posted April 26, 2016 Share Posted April 26, 2016 To clarify, the "InternalSeat" module is usually the first but not always. This is the mk1 pod's cockpit where the crew wears his helmet: (located in ...\Kerbal Space Program\GameData\Squad\Spaces\mk1PodCockpit\internal.cfg ) MODULE { name = InternalSeat seatTransformName = pilotSeat } Compare this to the mk1 crew cabin, to get both seats occupants to not wear a helmet requires setting both to allowCrewHelmet = false. ( ...\Kerbal Space Program\GameData\Squad\Spaces\mk1CabinInternal\internal.cfg ) MODULE { name = InternalSeat seatTransformName = Seat1 //portraitCameraName = CockpitCam1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } Link to comment Share on other sites More sharing options...
SpaceMouse Posted April 27, 2016 Share Posted April 27, 2016 Wanted to say, love many of these parts. I Thought the centrifuge was just a plane maker ship till i looked closer. I know this would be a lot of stuff to rename but would it be possible for these parts to get there own manufacturer? I know there supposed to blend in with stock but, especially with part-search now, going by 'manufacturer' name is a excellent way to locate mod-specific parts. Link to comment Share on other sites More sharing options...
Mekan1k Posted April 27, 2016 Share Posted April 27, 2016 So... The truck wheels cause the vessel to violently attempt to reject any solid surface. It seems I have found the difference between wheel physics in 1.0.5 and 1.1. Link to comment Share on other sites More sharing options...
blowfish Posted April 27, 2016 Share Posted April 27, 2016 34 minutes ago, Mekan1k said: So... The truck wheels cause the vessel to violently attempt to reject any solid surface. It seems I have found the difference between wheel physics in 1.0.5 and 1.1. The wheel mechanics were completely re-done. I wouldn't expect any wheels to work without a complete overhaul. Link to comment Share on other sites More sharing options...
Lack Posted April 27, 2016 Author Share Posted April 27, 2016 @Initar I hadn't been planning on it, no. The stock 3.75m had largely filled the niche. @StevieC @CobaltWolf Yeah, that's probably possible now, originally it was to not break people's craft files. I'm guessing that's the new part search finding things it really shouldn't, previously they'd been hidden by having their categories set to -1 and tech-tree entries removed. @Goat Master You're not using the demo are you? It's the only other thing I can think of if you've followed the guides I linked to. @Table ?? But the update is already out. Things like FS and MM should be up to date, the only real thing is the wheels needing a fix, but don't gamble on that being any time soon. @Whovian41110 I've updated the github branch, get the fix here: https://github.com/Signatum/SXT/archive/master.zip Should have fixed the textures for the truck internal too. @SpaceMouse The manufacturers will be staying as-is. But I can add an 'SXT' tag to the parts for the part-finder. @Mekan1k See my last post; I hope to fix them eventually, but I've haven't had any luck with wheels in the past. Link to comment Share on other sites More sharing options...
Initar Posted April 27, 2016 Share Posted April 27, 2016 (edited) 24 minutes ago, Lack said: @Initar I hadn't been planning on it, no. The stock 3.75m had largely filled the niche. Aww... The stock one is more of a first stage engine, while yours was rather third / orbital (and the only one to fit your 3.75 to 5m adapter). Its a struggle to find heavy 3m orbital engine these days. But hey you da boss ^^ Thanks for the answers! Edited April 27, 2016 by Initar Link to comment Share on other sites More sharing options...
Lack Posted April 27, 2016 Author Share Posted April 27, 2016 2 minutes ago, Initar said: Aww... The stock one is more of a first stage engine, while yours was rather third / orbital (and the only one to fit your 3.75 to 5m adapter). Its a struggle to find heavy 3m orbital engine these days. But hey you da boss ^^ Thanks for the answers! I can certainly take a second look at it, there'll likely be some gap between the stock one and the Russian-style 3.75m orbital engine I've got (plus, the need to fit the 3.75/5m decoupler). It'll just need a shinier looking model. Link to comment Share on other sites More sharing options...
DespairingSquid Posted April 27, 2016 Share Posted April 27, 2016 On 5/10/2014 at 6:56 PM, Lack said: SXT is currently most stable in the current official KSP release build (1.0.5) But this is 1.1, no? If not then why does title say 1.1? I am confuse. Link to comment Share on other sites More sharing options...
Lack Posted April 27, 2016 Author Share Posted April 27, 2016 (edited) 5 minutes ago, DespairingSquid said: But this is 1.1, no? If not then why does title say 1.1? I am confuse. Honest answer, because I'd forgotten I'd written it. That's from the 1.1 pre-release. There's still a few issues to fix now for things like the wheels (addressed ad infinitum) and I think the hatches/ladders no longer accepting a mesh to define them might be permanent, so that'll need looking at. So I guess in that way, those things are better in the older build. I haven't had the time to play 1.1 much yet though, so there's bound to be the odd bug here and there that'll need squashing. Edited April 27, 2016 by Lack Link to comment Share on other sites More sharing options...
Mekan1k Posted April 27, 2016 Share Posted April 27, 2016 (edited) Trying the Pluto engine in kspx64... WORKS PERFECT! Loving KSP 1.1 Edited April 27, 2016 by Mekan1k Adding another picture. Link to comment Share on other sites More sharing options...
Gammro Posted April 28, 2016 Share Posted April 28, 2016 (edited) I may just be dumb, but I cant seem to find a way to enter the Clyde. I am trying to pick up a stranded kerbal with it, I don't get the "enter cockpit" message when I go near the hatch or get enter when I right-click it. TIL: Don't reply and then read 2 messages up, apparently it's known theyre broken. Edited April 28, 2016 by Gammro Link to comment Share on other sites More sharing options...
Whovian41110 Posted April 28, 2016 Share Posted April 28, 2016 Where can I find Tycho Magnetic Anomaly 1? I want to utilize its power. It's not in Sandbox VAB Link to comment Share on other sites More sharing options...
Hellbrand Posted April 29, 2016 Share Posted April 29, 2016 The cargo Aircraft Resize seems not to work via MM, did it break perhaps? Link to comment Share on other sites More sharing options...
d.frison Posted April 29, 2016 Share Posted April 29, 2016 Hi! I'm trying to get this mod again as part of RSS/RO/RP0 dependencies, for 1.0.5. And CKAN keeps throwing some sort of "unable to download" error. Can someone please check that? Tried this on 2 machines, win and linux. Same error, obviously. Besides, CKAN insists on not recognizing the installation even after downloading myself the mod and placing in GameData. I'm stuck. Some sort of repo's problem maybe? Could someone please double-check that? Thank you guys! And congrats @Lack Link to comment Share on other sites More sharing options...
Goat Master Posted April 30, 2016 Share Posted April 30, 2016 @Lack I realized I never had Kerbal Konstruct installed. Sorry about my lack of reading directions. Link to comment Share on other sites More sharing options...
Whovian41110 Posted April 30, 2016 Share Posted April 30, 2016 Why doesn't the AN-225 cockpit have a closing animation? Link to comment Share on other sites More sharing options...
Vlad Lastname Posted April 30, 2016 Share Posted April 30, 2016 18 hours ago, d.frison said: Hi! I'm trying to get this mod again as part of RSS/RO/RP0 dependencies, for 1.0.5. And CKAN keeps throwing some sort of "unable to download" error. Can someone please check that? Tried this on 2 machines, win and linux. Same error, obviously. Besides, CKAN insists on not recognizing the installation even after downloading myself the mod and placing in GameData. I'm stuck. Some sort of repo's problem maybe? Could someone please double-check that? Thank you guys! And congrats @Lack Have the same problem here. The last version available in CKAN is v25.1 and CKAN tries to get it at https://github.com/Signatum/SXT/releases/download/v25.1/SXT25pre.zip but this version seams to be archived so the URL is https://github.com/Signatum/SXT/archive/v25.1.zip now. v25.2 isn't available in CKAN (tried to update repos few times). Link to comment Share on other sites More sharing options...
PTNLemay Posted April 30, 2016 Share Posted April 30, 2016 23 hours ago, d.frison said: I'm trying to get this mod again as part of RSS/RO/RP0 dependencies, for 1.0.5. And CKAN keeps throwing some sort of "unable to download" error. Same here. Since this is a dependency for RP-0 I can't finish my new install without it. I'll try and add the thing manually, see if that works. Link to comment Share on other sites More sharing options...
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