FreeThinker Posted September 28, 2015 Share Posted September 28, 2015 Notice I have integrated the Pluto Nuclear Ramjet into KSP Interstellar Extended. Together with Nuclear Ramjet allows you to create SSTO's. I have listed Lack in the KSPI credits for his Nuclear Ramjet model Link to comment Share on other sites More sharing options...
StevieC Posted September 30, 2015 Share Posted September 30, 2015 I'd like to see at least an IVA for the SPKTR module, as its unusual shape makes the Hitchhiker IVA particularly incongruous to the module's appearance. Link to comment Share on other sites More sharing options...
Artfact Posted September 30, 2015 Share Posted September 30, 2015 *Drools all over new parts* Sorry.Going to have some fun with these, thanks! Link to comment Share on other sites More sharing options...
davidy12 Posted October 5, 2015 Share Posted October 5, 2015 Honestly, if the Habs had IVAs then everything would be complete in my opinion Link to comment Share on other sites More sharing options...
phillipssean67 Posted October 7, 2015 Share Posted October 7, 2015 :(I have downoaded the mod several times and each time when I load a ship it has half its parts missing and is all buggy. Anyone know of this error? Link to comment Share on other sites More sharing options...
Galacticruler Posted October 8, 2015 Share Posted October 8, 2015 output logs help with those error reports btw. Link to comment Share on other sites More sharing options...
anxcon Posted October 11, 2015 Share Posted October 11, 2015 (edited) noticing 2 of the intakes (1.25M and 2.5M) give off this warning[WRN 12:16:03.724] PartLoader Warning: Variable animationName not found in Partbecause of part cfg having this line in the root - animationName = intakedoes this serve a purpose? does some mod use this?edit: on the subject of IVAs, id love an RPM IVA atleast for extente Edited October 11, 2015 by anxcon Link to comment Share on other sites More sharing options...
Lack Posted October 11, 2015 Author Share Posted October 11, 2015 (edited) edit: on the subject of IVAs, id love an RPM IVA atleast for extenteThere's one in the experimental build https://github.com/Signatum/SXT (Click the Download ZIP in bottom left)Been busy with work and conferences recently. Will post a status update with some nice pictures sometime. Been plenty of work on IVAs (which take ages).Animation errors are probably from the animations those intakes (at least used to) have. Squad might have changed something in one of the updates, but shouldn't be anything to worry about.@phillipssean67,Are you trying to load a craft file from SXT?@ Artfact,Let me know if you make anything cool.@MatttheCzar,Very nice, thanks for sharing them. Edited October 11, 2015 by Lack Link to comment Share on other sites More sharing options...
Svm420 Posted October 12, 2015 Share Posted October 12, 2015 (edited) Lack would you consider using ASET props and avionics for your IVAs? They make for a highly functionally experience. With the avionics you could replicate real aircraft cockpits as advanced or analog as you like. Edited October 12, 2015 by Svm420 Link to comment Share on other sites More sharing options...
baldamundo Posted October 16, 2015 Share Posted October 16, 2015 I can't for the life of me get parts to attach properly to the tilted MK2 connector. Any tips? Link to comment Share on other sites More sharing options...
Viper_607 Posted October 16, 2015 Share Posted October 16, 2015 When playing on Rp-0/RO the Airbags in the lander node exists, but doesn't have a category, I believe this might be a bug of some sort..? Link to comment Share on other sites More sharing options...
Lack Posted October 16, 2015 Author Share Posted October 16, 2015 @Svm420,I can certainly take a look at it. The was an IVA mod for the Kossak which had one based off the Airbus 320 I think (rather than the more antiquated Il-86 I based the part off), but that seems to have been removed from the pack at some point.@baldamundo,Looks like an issue with the whole +/- required for nodes in the config now, you can use Alt+F12 and check the 'Non-Strict Part Attachment Orientation Checks' while I get a patch ready.@Viper_607,Sounds like something that's handled in one of the configs on their end, probably best ask in the RP0 thread. Link to comment Share on other sites More sharing options...
LuvSicGrl Posted October 16, 2015 Share Posted October 16, 2015 I'm pretty sure its I see seaplanes by the sea shore. :| Link to comment Share on other sites More sharing options...
Viper_607 Posted October 16, 2015 Share Posted October 16, 2015 @Lack they said it was set to -1 or something to show that it wasn't supposed to be used by the mod maker. Link to comment Share on other sites More sharing options...
Lack Posted October 16, 2015 Author Share Posted October 16, 2015 (edited) I'm pretty sure its I see seaplanes by the sea shore. :|That's the joke I made those parts after coming back from Vancouver/Victoria, where I, in fact, 'saw seaplanes on the seashore'. Edit: noticed the on/by.Holiday pic time:@Viper_607,That's something they've done on their end then, presumably because the part isn't supported or supposed to be used in RP0 (though suprised they didn't also disable the research node bit as well then). They have categories assigned on my side. Edited October 16, 2015 by Lack Link to comment Share on other sites More sharing options...
davidy12 Posted October 16, 2015 Share Posted October 16, 2015 Does the next update include habitat IVAs? Link to comment Share on other sites More sharing options...
Lack Posted October 16, 2015 Author Share Posted October 16, 2015 Does the next update include habitat IVAs?For the 5m hab, yes. I'll see about the others; problem is an IVA like that might take a couple dozen hours, while I can realistically only give a few hours a week to modding. I could do something simpler and more similar to the normal cabin for the SPEKTR, and if I mix the basics of MIR and Salyut for the CAÛîT-7 I could probably come up with something reasonable simple. Plus, there's other things that need doing (finishing off the Jumo-213 for Ferram for example). Link to comment Share on other sites More sharing options...
davidy12 Posted October 16, 2015 Share Posted October 16, 2015 5M hab would be awesome . Though may I ask one last thing, what about adding a flag to the Hab? Link to comment Share on other sites More sharing options...
StevieC Posted October 16, 2015 Share Posted October 16, 2015 I noticed that a few of the 2.5m modules have a problem with their attach nodes (instead of having a top and bottom attach node, the top attach node is there twice). Although I can fix it myself in the .cfgs, it's a REAL hassle. Please fix. I know I've seen it in landermodule.cfg and SSP-10CrewCabin.cfg in /SXT/Parts/Hull/ServiceMod1/. If it's already fixed, it hasn't pushed through to the CKAN repository yet. Link to comment Share on other sites More sharing options...
Lack Posted October 16, 2015 Author Share Posted October 16, 2015 (edited) @davidy12,Yeah, no problem. I need to shift the windows a little so I'll be editing the main bit of the model.@StevieC,Had forgotten about CKAN, I think the github's linked up to it but that might just be releases. I think I need to a .zip to the release, but I couldn't get that to work last I tried it (probably just need to try another browser). If you've got a github account you could submit changes to the .cfgs via that (without downloading the whole repo) by clicking the little pencil icon near Raw|Blame|History.https://github.com/Signatum/SXT/tree/master/GameData/SXT/Parts/Hull/ServiceMod1 Edited October 16, 2015 by Lack Link to comment Share on other sites More sharing options...
StevieC Posted October 16, 2015 Share Posted October 16, 2015 Looks like the attachment nodes are already corrected, just not in CKAN yet. Link to comment Share on other sites More sharing options...
baldamundo Posted October 17, 2015 Share Posted October 17, 2015 @baldamundo,Looks like an issue with the whole +/- required for nodes in the config now, you can use Alt+F12 and check the 'Non-Strict Part Attachment Orientation Checks' while I get a patch ready.Does the trick nicely. Cheers Link to comment Share on other sites More sharing options...
nobodyhasthis Posted October 18, 2015 Share Posted October 18, 2015 Loving this mod but having an issue with not hearing propeller sounds. Am i missing something in the install? Link to comment Share on other sites More sharing options...
Svm420 Posted October 18, 2015 Share Posted October 18, 2015 (edited) Loving this mod but having an issue with not hearing propeller sounds. Am i missing something in the install?The sounds for the props come from the fire spitter folder in the DL so make sure to at least grab the sound folder even if you have fire spitter installed already. I know I didn't have it at first thinking I'd dint need to install firs putter again. Also the prop sounds is quiet for at least the smallest one, so if your engines sounds in KSP setting is low it could be that. I felt it was almost too quiet, but I have never been anywhere near a prop plane to say factually. Edited October 18, 2015 by Svm420 Link to comment Share on other sites More sharing options...
Lack Posted October 18, 2015 Author Share Posted October 18, 2015 Loving this mod but having an issue with not hearing propeller sounds. Am i missing something in the install?Yep, as Svm says, you need to make sure the /Firespitter/Sounds/ folder is installed (included in the SXT download). The volume does depend on your sound settings. Not super loud but get the point across, then again the rocket engines aren't terribly loud either. I think if we had realistic volumes in KSP people would probably moan about the hearing loss, blown speakers and shattered windows Link to comment Share on other sites More sharing options...
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